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https://github.com/FlightControl-Master/MOOSE.git
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Documentation
This commit is contained in:
parent
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@ -26,30 +26,15 @@
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--
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-- ### [AI_BAI YouTube Channel](https://www.youtube.com/playlist?list=PL7ZUrU4zZUl3JBO1WDqqpyYRRmIkR2ir2)
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--
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-- ===
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--
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-- # **API CHANGE HISTORY**
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--
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||||
-- The underlying change log documents the API changes. Please read this carefully. The following notation is used:
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--
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-- * **Added** parts are expressed in bold type face.
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||||
-- * _Removed_ parts are expressed in italic type face.
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--
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-- Hereby the change log:
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--
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-- 2017-01-15: Initial class and API.
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--
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-- ===
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--
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-- # **AUTHORS and CONTRIBUTIONS**
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--
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-- ### Contributions:
|
||||
--
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||||
-- ====
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||||
--
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-- ### Author: **Sven Van de Velde (FlightControl)**
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--
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-- ### Contributions:
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--
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-- * **[Gunterlund](http://forums.eagle.ru:8080/member.php?u=75036)**: Test case revision.
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--
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-- ### Authors:
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--
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-- * **FlightControl**: Concept, Design & Programming.
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--
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-- ====
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--
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-- @module AI_Bai
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@ -1,4 +1,4 @@
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--- Single-Player:**No** / Multi-Player:**Yes** / AI:**Yes** / Human:**No** / Types:**All** -- **AI Balancing will replace in multi player missions
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--- **AI** -- **AI Balancing will replace in multi player missions
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-- non-occupied human slots with AI groups, in order to provide an engaging simulation environment,
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-- even when there are hardly any players in the mission.**
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--
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@ -20,33 +20,14 @@
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--
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-- ### [AI_BALANCER YouTube Channel](https://www.youtube.com/playlist?list=PL7ZUrU4zZUl2CJVIrL1TdAumuVS8n64B7)
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--
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||||
-- ===
|
||||
--
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||||
-- # **API CHANGE HISTORY**
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||||
--
|
||||
-- The underlying change log documents the API changes. Please read this carefully. The following notation is used:
|
||||
--
|
||||
-- * **Added** parts are expressed in bold type face.
|
||||
-- * _Removed_ parts are expressed in italic type face.
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--
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-- Hereby the change log:
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--
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-- 2017-01-17: There is still a problem with AI being destroyed, but not respawned. Need to check further upon that.
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--
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-- 2017-01-08: AI_BALANCER:**InitSpawnInterval( Earliest, Latest )** added.
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--
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-- ===
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--
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-- # **AUTHORS and CONTRIBUTIONS**
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-- ====
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--
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-- ### Author: **Sven Van de Velde (FlightControl)**
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-- ### Contributions:
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--
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-- * **[Dutch_Baron](https://forums.eagle.ru/member.php?u=112075)**: Working together with James has resulted in the creation of the AI_BALANCER class. James has shared his ideas on balancing AI with air units, and together we made a first design which you can use now :-)
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-- * **SNAFU**: Had a couple of mails with the guys to validate, if the same concept in the GCI/CAP script could be reworked within MOOSE. None of the script code has been used however within the new AI_BALANCER moose class.
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--
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-- ### Authors:
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--
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-- * FlightControl: Framework Design & Programming and Documentation.
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-- ====
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--
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-- @module AI_Balancer
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@ -1,4 +1,4 @@
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--- **AI** - **Execute Combat Air Patrol (CAP).**
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--- **AI** -- **Execute Combat Air Patrol (CAP).**
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--
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-- 
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--
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@ -27,33 +27,18 @@
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-- ### [AI_CAP YouTube Channel](https://www.youtube.com/playlist?list=PL7ZUrU4zZUl1YCyPxJgoZn-CfhwyeW65L)
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--
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-- ====
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--
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-- # **API CHANGE HISTORY**
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--
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-- The underlying change log documents the API changes. Please read this carefully. The following notation is used:
|
||||
--
|
||||
-- * **Added** parts are expressed in bold type face.
|
||||
-- * _Removed_ parts are expressed in italic type face.
|
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--
|
||||
-- Hereby the change log:
|
||||
--
|
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-- 2017-01-15: Initial class and API.
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--
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-- ===
|
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--
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-- # **AUTHORS and CONTRIBUTIONS**
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--
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-- ### Contributions:
|
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--
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-- ### Author: **Sven Van de Velde (FlightControl)**
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--
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-- ### Contributions:
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--
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-- * **[Quax](https://forums.eagle.ru/member.php?u=90530)**: Concept, Advice & Testing.
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-- * **[Pikey](https://forums.eagle.ru/member.php?u=62835)**: Concept, Advice & Testing.
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-- * **[Gunterlund](http://forums.eagle.ru:8080/member.php?u=75036)**: Test case revision.
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-- * **[Whisper](http://forums.eagle.ru/member.php?u=3829): Testing.
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-- * **[Delta99](https://forums.eagle.ru/member.php?u=125166): Testing.
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--
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-- ### Authors:
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--
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-- * **FlightControl**: Concept, Design & Programming.
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--
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-- ====
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--
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-- @module AI_Cap
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@ -26,19 +26,18 @@
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--
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-- ### [AI_CAS YouTube Channel](https://www.youtube.com/playlist?list=PL7ZUrU4zZUl3JBO1WDqqpyYRRmIkR2ir2)
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--
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-- ===
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-- ====
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--
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-- # **AUTHORS and CONTRIBUTIONS**
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--
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-- ### Contributions:
|
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--
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-- ### Author: **Sven Van de Velde (FlightControl)**
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--
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-- ### Contributions:
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--
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-- * **[Quax](https://forums.eagle.ru/member.php?u=90530)**: Concept, Advice & Testing.
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-- * **[Pikey](https://forums.eagle.ru/member.php?u=62835)**: Concept, Advice & Testing.
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-- * **[Gunterlund](http://forums.eagle.ru:8080/member.php?u=75036)**: Test case revision.
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--
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-- ### Authors:
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--
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-- * **FlightControl**: Concept, Design & Programming.
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-- ====
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--
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-- @module AI_Cas
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@ -1,4 +1,4 @@
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--- **AI** -- (R2.1) Build large **formations** of AI @{Group}s flying together.
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--- **AI** -- Build large **formations** of AI @{Group}s flying together.
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--
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-- 
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--
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@ -46,13 +46,11 @@
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--
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-- ===
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--
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-- # **AUTHORS and CONTRIBUTIONS**
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--
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-- ### Contributions:
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--
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||||
-- ### Authors:
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||||
--
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-- * **FlightControl**: Concept, Design & Programming.
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-- ### Author: **Sven Van de Velde (FlightControl)**
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--
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-- ### Contributions:
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--
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-- ====
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--
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-- @module AI_Formation
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@ -28,44 +28,13 @@
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--
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-- ====
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--
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-- # **OPEN ISSUES**
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--
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-- 2017-01-17: When Spawned AI is located at an airbase, it will be routed first back to the airbase after take-off.
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--
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-- 2016-01-17:
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-- -- Fixed problem with AI returning to base too early and unexpected.
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-- -- ReSpawning of AI will reset the AI_PATROL and derived classes.
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-- -- Checked the correct workings of SCHEDULER, and it DOES work correctly.
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--
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-- ====
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--
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-- # **API CHANGE HISTORY**
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||||
--
|
||||
-- The underlying change log documents the API changes. Please read this carefully. The following notation is used:
|
||||
--
|
||||
-- * **Added** parts are expressed in bold type face.
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||||
-- * _Removed_ parts are expressed in italic type face.
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--
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-- Hereby the change log:
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--
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-- 2017-01-17: Rename of class: **AI\_PATROL\_ZONE** is the new name for the old _AI\_PATROLZONE_.
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--
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-- 2017-01-15: Complete revision. AI_PATROL_ZONE is the base class for other AI_PATROL like classes.
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--
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-- 2016-09-01: Initial class and API.
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--
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-- ===
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--
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-- # **AUTHORS and CONTRIBUTIONS**
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--
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-- ### Author: **Sven Van de Velde (FlightControl)**
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-- ### Contributions:
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--
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-- * **[Dutch_Baron](https://forums.eagle.ru/member.php?u=112075)**: Working together with James has resulted in the creation of the AI_BALANCER class. James has shared his ideas on balancing AI with air units, and together we made a first design which you can use now :-)
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-- * **[Pikey](https://forums.eagle.ru/member.php?u=62835)**: Testing and API concept review.
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--
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-- ### Authors:
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--
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-- * **FlightControl**: Design & Programming.
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-- ====
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--
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-- @module AI_Patrol
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@ -1,4 +1,4 @@
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--- **Core** - BASE forms **the basis of the MOOSE framework**. Each class within the MOOSE framework derives from BASE.
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--- **Core** -- BASE forms **the basis of the MOOSE framework**. Each class within the MOOSE framework derives from BASE.
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--
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-- 
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--
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@ -8,29 +8,10 @@
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--
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||||
-- ===
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||||
--
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||||
-- # **API CHANGE HISTORY**
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||||
--
|
||||
-- The underlying change log documents the API changes. Please read this carefully. The following notation is used:
|
||||
--
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||||
-- * **Added** parts are expressed in bold type face.
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||||
-- * _Removed_ parts are expressed in italic type face.
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--
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-- YYYY-MM-DD: CLASS:**NewFunction**( Params ) replaces CLASS:_OldFunction_( Params )
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-- YYYY-MM-DD: CLASS:**NewFunction( Params )** added
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--
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||||
-- Hereby the change log:
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||||
--
|
||||
-- ===
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||||
--
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-- # **AUTHORS and CONTRIBUTIONS**
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||||
--
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-- ### Author: **Sven Van de Velde (FlightControl)**
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-- ### Contributions:
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--
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-- * None.
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--
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-- ### Authors:
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--
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-- * **FlightControl**: Design & Programming
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-- ====
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--
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-- @module Base
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@ -1,4 +1,4 @@
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--- **(R2.1) Core** -- Management of CARGO logistics, that can be transported from and to transportation carriers.
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--- **Core** -- Management of CARGO logistics, that can be transported from and to transportation carriers.
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--
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-- 
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--
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@ -9,6 +9,8 @@
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-- * CARGO_UNIT, represented by a @{Unit} in a singleton @{Group}: Cargo can be represented by a Unit in a Group. a CARGO_UNIT is representable...
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-- * CARGO_GROUP, represented by a @{Group}. A CARGO_GROUP is reportable...
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--
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-- This module is still under construction, but is described above works already, and will keep working ...
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--
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-- ====
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--
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-- # Demo Missions
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@ -27,7 +29,10 @@
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--
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-- ====
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--
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-- This module is still under construction, but is described above works already, and will keep working ...
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-- ### Author: **Sven Van de Velde (FlightControl)**
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-- ### Contributions:
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--
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-- ====
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--
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-- @module Cargo
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@ -1,4 +1,4 @@
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--- This module contains the DATABASE class, managing the database of mission objects.
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--- **Core** -- DATABASE manages the database of mission objects.
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--
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-- ====
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--
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@ -35,8 +35,13 @@
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--
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-- ===
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--
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--
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-- ### Author: **Sven Van de Velde (FlightControl)**
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-- ### Contributions:
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--
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-- ====
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-- @module Database
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-- @author FlightControl
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--- DATABASE class
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-- @type DATABASE
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@ -1,4 +1,4 @@
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--- **Core R2.1** - EVENT models DCS **event dispatching** using a **publish-subscribe** model.
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--- **Core** -- EVENT models DCS **event dispatching** using a **publish-subscribe** model.
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--
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-- 
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--
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@ -157,33 +157,12 @@
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--
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-- When a static object is involved in the event, the Group and Player fields won't be populated.
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--
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||||
-- ====
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||||
--
|
||||
-- # **API CHANGE HISTORY**
|
||||
--
|
||||
-- The underlying change log documents the API changes. Please read this carefully. The following notation is used:
|
||||
--
|
||||
-- * **Added** parts are expressed in bold type face.
|
||||
-- * _Removed_ parts are expressed in italic type face.
|
||||
--
|
||||
-- YYYY-MM-DD: CLASS:**NewFunction**( Params ) replaces CLASS:_OldFunction_( Params )
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-- YYYY-MM-DD: CLASS:**NewFunction( Params )** added
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--
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-- Hereby the change log:
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--
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-- * 2017-03-07: Added the correct event dispatching in case the event is subscribed by a GROUP.
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--
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-- * 2017-02-07: Did a complete revision of the Event Handing API and underlying mechanisms.
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--
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-- ===
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||||
--
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-- # **AUTHORS and CONTRIBUTIONS**
|
||||
--
|
||||
-- ### Author: **Sven Van de Velde (FlightControl)**
|
||||
-- ### Contributions:
|
||||
--
|
||||
-- ### Authors:
|
||||
--
|
||||
-- * [**FlightControl**](https://forums.eagle.ru/member.php?u=89536): Design & Programming & documentation.
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||||
-- ====
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--
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-- @module Event
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@ -1,4 +1,4 @@
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--- **Core** - The **FSM** (**F**inite **S**tate **M**achine) class and derived **FSM\_** classes
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--- **Core** -- The **FSM** (**F**inite **S**tate **M**achine) class and derived **FSM\_** classes
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-- are design patterns allowing efficient (long-lasting) processes and workflows.
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--
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-- 
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@ -58,31 +58,11 @@
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--
|
||||
-- ====
|
||||
--
|
||||
-- # **API CHANGE HISTORY**
|
||||
--
|
||||
-- The underlying change log documents the API changes. Please read this carefully. The following notation is used:
|
||||
--
|
||||
-- * **Added** parts are expressed in bold type face.
|
||||
-- * _Removed_ parts are expressed in italic type face.
|
||||
--
|
||||
-- YYYY-MM-DD: CLASS:**NewFunction**( Params ) replaces CLASS:_OldFunction_( Params )
|
||||
-- YYYY-MM-DD: CLASS:**NewFunction( Params )** added
|
||||
--
|
||||
-- Hereby the change log:
|
||||
--
|
||||
-- * 2016-12-18: Released.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- # **AUTHORS and CONTRIBUTIONS**
|
||||
--
|
||||
-- ### Author: **Sven Van de Velde (FlightControl)**
|
||||
-- ### Contributions:
|
||||
--
|
||||
-- * [**Pikey**](https://forums.eagle.ru/member.php?u=62835): Review of documentation & advice for improvements.
|
||||
--
|
||||
-- ### Authors:
|
||||
--
|
||||
-- * [**FlightControl**](https://forums.eagle.ru/member.php?u=89536): Design & Programming & documentation.
|
||||
-- ====
|
||||
--
|
||||
-- @module Fsm
|
||||
|
||||
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||||
@ -26,14 +26,11 @@
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-- * @{Menu#MENU_CLIENT_COMMAND}: Manages command menus for CLIENTs. This manages menus for units with the skill level "Client".
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- # **AUTHORS and CONTRIBUTIONS**
|
||||
--
|
||||
---
|
||||
-- ### Author: **Sven Van de Velde (FlightControl)**
|
||||
-- ### Contributions:
|
||||
--
|
||||
-- ### Authors:
|
||||
--
|
||||
-- * **FlightControl**: Design & Programming
|
||||
-- ====
|
||||
--
|
||||
-- @module Menu
|
||||
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||||
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||||
@ -1,4 +1,4 @@
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--- **Core** - MESSAGE class takes are of the **real-time notifications** and **messages to players** during a simulation.
|
||||
--- **Core** -- MESSAGE class takes are of the **real-time notifications** and **messages to players** during a simulation.
|
||||
--
|
||||
-- 
|
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--
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@ -39,6 +39,13 @@
|
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-- * To all players using @{Message#MESSAGE.ToAllIf}().
|
||||
-- * To a coalition using @{Message#MESSAGE.ToCoalitionIf}().
|
||||
--
|
||||
-- ====
|
||||
--
|
||||
-- ### Author: **Sven Van de Velde (FlightControl)**
|
||||
-- ### Contributions:
|
||||
--
|
||||
-- ====
|
||||
--
|
||||
-- @field #MESSAGE
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||||
MESSAGE = {
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ClassName = "MESSAGE",
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@ -1,4 +1,4 @@
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--- **Core** - **POINT\_VEC** classes define an **extensive API** to **manage 3D points** in the simulation space.
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||||
--- **Core** -- **POINT\_VEC** classes define an **extensive API** to **manage 3D points** in the simulation space.
|
||||
--
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||||
-- 
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||||
--
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||||
@ -20,31 +20,6 @@
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- **API CHANGE HISTORY**
|
||||
-- ======================
|
||||
--
|
||||
-- The underlying change log documents the API changes. Please read this carefully. The following notation is used:
|
||||
--
|
||||
-- * **Added** parts are expressed in bold type face.
|
||||
-- * _Removed_ parts are expressed in italic type face.
|
||||
--
|
||||
-- Hereby the change log:
|
||||
--
|
||||
-- 2017-03-03: POINT\_VEC3:**Explosion( ExplosionIntensity )** added.
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||||
-- 2017-03-03: POINT\_VEC3:**IlluminationBomb()** added.
|
||||
--
|
||||
-- 2017-02-18: POINT\_VEC3:**NewFromVec2( Vec2, LandHeightAdd )** added.
|
||||
--
|
||||
-- 2016-08-12: POINT\_VEC3:**Translate( Distance, Angle )** added.
|
||||
--
|
||||
-- 2016-08-06: Made PointVec3 and Vec3, PointVec2 and Vec2 terminology used in the code consistent.
|
||||
--
|
||||
-- * Replaced method _Point_Vec3() to **Vec3**() where the code manages a Vec3. Replaced all references to the method.
|
||||
-- * Replaced method _Point_Vec2() to **Vec2**() where the code manages a Vec2. Replaced all references to the method.
|
||||
-- * Replaced method Random_Point_Vec3() to **RandomVec3**() where the code manages a Vec3. Replaced all references to the method.
|
||||
-- .
|
||||
-- ===
|
||||
--
|
||||
-- ### Authors:
|
||||
--
|
||||
-- * FlightControl : Design & Programming
|
||||
|
||||
@ -1,4 +1,4 @@
|
||||
--- **Core** - The RADIO Module is responsible for everything that is related to radio transmission and you can hear in DCS, be it TACAN beacons, Radio transmissions...
|
||||
--- **Core** -- The RADIO Module is responsible for everything that is related to radio transmission and you can hear in DCS, be it TACAN beacons, Radio transmissions...
|
||||
--
|
||||
-- 
|
||||
--
|
||||
|
||||
@ -1,4 +1,4 @@
|
||||
--- This module defines the SCHEDULEDISPATCHER class, which is used by a central object called _SCHEDULEDISPATCHER.
|
||||
--- **Core** -- SCHEDULEDISPATCHER dispatches the different schedules.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
@ -27,8 +27,6 @@
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- ### Contributions: -
|
||||
-- ### Authors: FlightControl : Design & Programming
|
||||
--
|
||||
|
||||
@ -1,4 +1,4 @@
|
||||
--- **Core** - SCHEDULER prepares and handles the **execution of functions over scheduled time (intervals)**.
|
||||
--- **Core** -- SCHEDULER prepares and handles the **execution of functions over scheduled time (intervals)**.
|
||||
--
|
||||
-- 
|
||||
--
|
||||
|
||||
@ -1,4 +1,4 @@
|
||||
--- **Core** - SET_ classes define **collections** of objects to perform **bulk actions** and logically **group** objects.
|
||||
--- **Core** -- SET_ classes define **collections** of objects to perform **bulk actions** and logically **group** objects.
|
||||
--
|
||||
-- 
|
||||
--
|
||||
@ -23,12 +23,12 @@
|
||||
-- * Validate the presence of objects in the SET.
|
||||
-- * Trigger events when objects in the SET change a zone presence.
|
||||
--
|
||||
-- ### Authors:
|
||||
-- ====
|
||||
--
|
||||
-- * FlightControl : Design & Programming
|
||||
--
|
||||
-- ### Author: **Sven Van de Velde (FlightControl)**
|
||||
-- ### Contributions:
|
||||
--
|
||||
-- ====
|
||||
--
|
||||
-- @module Set
|
||||
|
||||
|
||||
@ -1,4 +1,4 @@
|
||||
--- **Core** - **SETTINGS** classe defines the format settings management for measurement.
|
||||
--- **Core** -- **SETTINGS** classe defines the format settings management for measurement.
|
||||
--
|
||||
-- 
|
||||
--
|
||||
@ -19,12 +19,11 @@
|
||||
-- ### [SETTINGS YouTube Channel]()
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- ### Authors:
|
||||
--
|
||||
-- * FlightControl : Design & Programming
|
||||
--
|
||||
-- ### Contributions:
|
||||
--
|
||||
-- ### Author: **Sven Van de Velde (FlightControl)**
|
||||
-- ### Contributions:
|
||||
--
|
||||
-- ====
|
||||
--
|
||||
-- @module Settings
|
||||
|
||||
|
||||
@ -1,4 +1,4 @@
|
||||
--- (R2.1) **Core** -- Spawn dynamically new STATICs in your missions.
|
||||
--- **Core** -- Spawn dynamically new STATICs in your missions.
|
||||
--
|
||||
-- 
|
||||
--
|
||||
@ -24,24 +24,10 @@
|
||||
--
|
||||
-- ====
|
||||
--
|
||||
-- # **API CHANGE HISTORY**
|
||||
--
|
||||
-- The underlying change log documents the API changes. Please read this carefully. The following notation is used:
|
||||
--
|
||||
-- * **Added** parts are expressed in bold type face.
|
||||
-- * _Removed_ parts are expressed in italic type face.
|
||||
--
|
||||
-- Hereby the change log:
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- # **AUTHORS and CONTRIBUTIONS**
|
||||
--
|
||||
-- ### Author: **Sven Van de Velde (FlightControl)**
|
||||
-- ### Contributions:
|
||||
--
|
||||
-- ### Authors:
|
||||
--
|
||||
-- * **FlightControl**: Design & Programming
|
||||
-- ====
|
||||
--
|
||||
-- @module SpawnStatic
|
||||
|
||||
|
||||
@ -1,8 +1,8 @@
|
||||
--- **Core 2.1** -- Management of SPOT logistics, that can be transported from and to transportation carriers.
|
||||
--- **Core** -- Management of SPOT logistics, that can be transported from and to transportation carriers.
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- ===
|
||||
-- ====
|
||||
--
|
||||
-- SPOT implements the DCS Spot class functionality, but adds additional luxury to be able to:
|
||||
--
|
||||
@ -27,20 +27,16 @@
|
||||
--
|
||||
-- ### [SPOT YouTube Channel]()
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- # **AUTHORS and CONTRIBUTIONS**
|
||||
-- ====
|
||||
--
|
||||
-- ### Author: **Sven Van de Velde (FlightControl)**
|
||||
-- ### Contributions:
|
||||
--
|
||||
-- * [**Ciribob**](https://forums.eagle.ru/member.php?u=112175): Showing the way how to lase targets + how laser codes work!!! Explained the autolase script.
|
||||
-- * [**EasyEB**](https://forums.eagle.ru/member.php?u=112055): Ideas and Beta Testing
|
||||
-- * [**Wingthor**](https://forums.eagle.ru/member.php?u=123698): Beta Testing
|
||||
--
|
||||
--
|
||||
-- ### Authors:
|
||||
--
|
||||
-- * **FlightControl**: Design & Programming
|
||||
-- ====
|
||||
--
|
||||
-- @module Spot
|
||||
|
||||
|
||||
@ -1,8 +1,8 @@
|
||||
--- **Core** - ZONE classes define **zones** within your mission of **various forms**, with **various capabilities**.
|
||||
--- **Core** -- ZONE classes define **zones** within your mission of **various forms**, with **various capabilities**.
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- ===
|
||||
-- ====
|
||||
--
|
||||
-- There are essentially two core functions that zones accomodate:
|
||||
--
|
||||
@ -27,41 +27,12 @@
|
||||
-- * @{#ZONE_GROUP}: The ZONE_GROUP class defines by a zone around a @{Group#GROUP} with a radius.
|
||||
-- * @{#ZONE_POLYGON}: The ZONE_POLYGON class defines by a sequence of @{Group#GROUP} waypoints within the Mission Editor, forming a polygon.
|
||||
--
|
||||
-- ===
|
||||
-- ====
|
||||
--
|
||||
-- # **API CHANGE HISTORY**
|
||||
-- ### Author: **Sven Van de Velde (FlightControl)**
|
||||
-- ### Contributions:
|
||||
--
|
||||
-- The underlying change log documents the API changes. Please read this carefully. The following notation is used:
|
||||
--
|
||||
-- * **Added** parts are expressed in bold type face.
|
||||
-- * _Removed_ parts are expressed in italic type face.
|
||||
--
|
||||
-- Hereby the change log:
|
||||
--
|
||||
-- 2017-02-28: ZONE\_BASE:**IsVec2InZone()** replaces ZONE\_BASE:_IsPointVec2InZone()_.
|
||||
-- 2017-02-28: ZONE\_BASE:**IsVec3InZone()** replaces ZONE\_BASE:_IsPointVec3InZone()_.
|
||||
-- 2017-02-28: ZONE\_RADIUS:**IsVec2InZone()** replaces ZONE\_RADIUS:_IsPointVec2InZone()_.
|
||||
-- 2017-02-28: ZONE\_RADIUS:**IsVec3InZone()** replaces ZONE\_RADIUS:_IsPointVec3InZone()_.
|
||||
-- 2017-02-28: ZONE\_POLYGON:**IsVec2InZone()** replaces ZONE\_POLYGON:_IsPointVec2InZone()_.
|
||||
-- 2017-02-28: ZONE\_POLYGON:**IsVec3InZone()** replaces ZONE\_POLYGON:_IsPointVec3InZone()_.
|
||||
--
|
||||
-- 2017-02-18: ZONE\_POLYGON_BASE:**GetRandomPointVec2()** added.
|
||||
--
|
||||
-- 2017-02-18: ZONE\_POLYGON_BASE:**GetRandomPointVec3()** added.
|
||||
--
|
||||
-- 2017-02-18: ZONE\_RADIUS:**GetRandomPointVec3( inner, outer )** added.
|
||||
--
|
||||
-- 2017-02-18: ZONE\_RADIUS:**GetRandomPointVec2( inner, outer )** added.
|
||||
--
|
||||
-- 2016-08-15: ZONE\_BASE:**GetName()** added.
|
||||
--
|
||||
-- 2016-08-15: ZONE\_BASE:**SetZoneProbability( ZoneProbability )** added.
|
||||
--
|
||||
-- 2016-08-15: ZONE\_BASE:**GetZoneProbability()** added.
|
||||
--
|
||||
-- 2016-08-15: ZONE\_BASE:**GetZoneMaybe()** added.
|
||||
--
|
||||
-- ===
|
||||
-- ====
|
||||
--
|
||||
-- @module Zone
|
||||
|
||||
|
||||
@ -1,4 +1,4 @@
|
||||
--- This module contains the AIRBASEPOLICE classes.
|
||||
--- **Functional** -- This module monitors airbases traffic.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
|
||||
@ -1,6 +1,7 @@
|
||||
--- The CLEANUP class keeps an area clean of crashing or colliding airplanes. It also prevents airplanes from firing within this area.
|
||||
--- **Functional** -- The CLEANUP class keeps an area clean of crashing or colliding airplanes. It also prevents airplanes from firing within this area.
|
||||
--
|
||||
-- ====
|
||||
-- @module CleanUp
|
||||
-- @author Flightcontrol
|
||||
|
||||
|
||||
|
||||
|
||||
@ -1,4 +1,4 @@
|
||||
--- **Funtional R2.1** -- Management of target **Designation**.
|
||||
--- **Functional** -- Management of target **Designation**.
|
||||
--
|
||||
-- --
|
||||
--
|
||||
|
||||
@ -1,4 +1,4 @@
|
||||
--- **Functional** - DETECTION_ classes model the detection of enemy units by FACs or RECCEs and group them according various methods.
|
||||
--- **Functional** -- DETECTION_ classes model the detection of enemy units by FACs or RECCEs and group them according various methods.
|
||||
--
|
||||
-- 
|
||||
--
|
||||
|
||||
@ -1,4 +1,6 @@
|
||||
--- Taking the lead of AI escorting your flight.
|
||||
--- **Functional** -- Taking the lead of AI escorting your flight.
|
||||
--
|
||||
-- ====
|
||||
--
|
||||
-- @{#ESCORT} class
|
||||
-- ================
|
||||
|
||||
@ -1,4 +1,4 @@
|
||||
--- This module contains the MISSILETRAINER class.
|
||||
--- **Functional** -- MISSILETRAINER helps you to train missile avoidance.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
|
||||
@ -1,4 +1,8 @@
|
||||
--- Limit the simultaneous movement of Groups within a running Mission.
|
||||
--- **Functional** -- Limit the MOVEMENT of simulaneous moving ground vehicles.
|
||||
--
|
||||
-- ====
|
||||
--
|
||||
-- Limit the simultaneous movement of Groups within a running Mission.
|
||||
-- This module is defined to improve the performance in missions, and to bring additional realism for GROUND vehicles.
|
||||
-- Performance: If in a DCSRTE there are a lot of moving GROUND units, then in a multi player mission, this WILL create lag if
|
||||
-- the main DCS execution core of your CPU is fully utilized. So, this class will limit the amount of simultaneous moving GROUND units
|
||||
|
||||
@ -1,4 +1,4 @@
|
||||
--- Single-Player:**Yes** / Multi-Player:**Yes** / Core:**Yes** -- **Administer the scoring of player achievements,
|
||||
--- **Functional** -- **Administer the SCORING of player achievements,
|
||||
-- and create a CSV file logging the scoring events for use at team or squadron websites.**
|
||||
--
|
||||
-- 
|
||||
|
||||
@ -1,7 +1,8 @@
|
||||
--- Provides defensive behaviour to a set of SAM sites within a running Mission.
|
||||
--- **Functional** -- Provides defensive behaviour to a set of SAM sites within a running Mission.
|
||||
--
|
||||
-- ====
|
||||
--
|
||||
-- @module Sead
|
||||
-- @author to be searched on the forum
|
||||
-- @author (co) Flightcontrol (Modified and enriched with functionality)
|
||||
|
||||
--- The SEAD class
|
||||
-- @type SEAD
|
||||
|
||||
@ -1,5 +1,14 @@
|
||||
--- A COMMANDCENTER is the owner of multiple missions within MOOSE.
|
||||
--- **Tasking** -- A COMMANDCENTER is the owner of multiple missions within MOOSE.
|
||||
-- A COMMANDCENTER governs multiple missions, the tasking and the reporting.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- ### Author: **Sven Van de Velde (FlightControl)**
|
||||
--
|
||||
-- ### Contributions:
|
||||
--
|
||||
-- ====
|
||||
--
|
||||
-- @module CommandCenter
|
||||
|
||||
|
||||
|
||||
@ -1,5 +1,13 @@
|
||||
--- A MISSION is the main owner of a Mission orchestration within MOOSE . The Mission framework orchestrates @{CLIENT}s, @{TASK}s, @{STAGE}s etc.
|
||||
-- A @{CLIENT} needs to be registered within the @{MISSION} through the function @{AddClient}. A @{TASK} needs to be registered within the @{MISSION} through the function @{AddTask}.
|
||||
--- **Tasking** -- A MISSION is the main owner of a Mission orchestration within MOOSE.
|
||||
--
|
||||
-- ====
|
||||
--
|
||||
-- ### Author: **Sven Van de Velde (FlightControl)**
|
||||
--
|
||||
-- ### Contributions:
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- @module Mission
|
||||
|
||||
--- The MISSION class
|
||||
|
||||
@ -1,11 +1,12 @@
|
||||
--- **Tasking** -- This module contains the TASK class.
|
||||
--- **Tasking** -- This module contains the TASK class, the main engine to run human taskings.
|
||||
--
|
||||
-- ===
|
||||
-- ====
|
||||
--
|
||||
-- ### Author: **Sven Van de Velde (FlightControl)**
|
||||
--
|
||||
-- ===
|
||||
-- ### Contributions:
|
||||
--
|
||||
-- ### Authors: FlightControl - Design and Programming
|
||||
-- ====
|
||||
--
|
||||
-- @module Task
|
||||
|
||||
|
||||
@ -3,48 +3,13 @@
|
||||
-- 
|
||||
--
|
||||
--
|
||||
-- # 1) @{Task_A2A#TASK_A2A} class, extends @{Task#TASK}
|
||||
-- ====
|
||||
--
|
||||
-- The @{#TASK_A2A} class defines Air To Air tasks for a @{Set} of Target Units,
|
||||
-- based on the tasking capabilities defined in @{Task#TASK}.
|
||||
-- The TASK_A2A is implemented using a @{Statemachine#FSM_TASK}, and has the following statuses:
|
||||
-- ### Author: **Sven Van de Velde (FlightControl)**
|
||||
--
|
||||
-- * **None**: Start of the process
|
||||
-- * **Planned**: The A2A task is planned.
|
||||
-- * **Assigned**: The A2A task is assigned to a @{Group#GROUP}.
|
||||
-- * **Success**: The A2A task is successfully completed.
|
||||
-- * **Failed**: The A2A task has failed. This will happen if the player exists the task early, without communicating a possible cancellation to HQ.
|
||||
--
|
||||
-- # 1.1) Set the scoring of achievements in an A2A attack.
|
||||
--
|
||||
-- Scoring or penalties can be given in the following circumstances:
|
||||
--
|
||||
-- * @{#TASK_A2A.SetScoreOnDestroy}(): Set a score when a target in scope of the A2A attack, has been destroyed.
|
||||
-- * @{#TASK_A2A.SetScoreOnSuccess}(): Set a score when all the targets in scope of the A2A attack, have been destroyed.
|
||||
-- * @{#TASK_A2A.SetPenaltyOnFailed}(): Set a penalty when the A2A attack has failed.
|
||||
-- ### Contributions:
|
||||
--
|
||||
-- ====
|
||||
--
|
||||
-- # **API CHANGE HISTORY**
|
||||
--
|
||||
-- The underlying change log documents the API changes. Please read this carefully. The following notation is used:
|
||||
--
|
||||
-- * **Added** parts are expressed in bold type face.
|
||||
-- * _Removed_ parts are expressed in italic type face.
|
||||
--
|
||||
-- Hereby the change log:
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- # **AUTHORS and CONTRIBUTIONS**
|
||||
--
|
||||
-- ### Contributions:
|
||||
--
|
||||
--
|
||||
--
|
||||
-- ### Authors:
|
||||
--
|
||||
-- * **FlightControl**: Concept, Design & Programming.
|
||||
--
|
||||
-- @module Task_A2A
|
||||
|
||||
@ -54,6 +19,28 @@ do -- TASK_A2A
|
||||
-- @type TASK_A2A
|
||||
-- @field Set#SET_UNIT TargetSetUnit
|
||||
-- @extends Tasking.Task#TASK
|
||||
|
||||
--- # TASK_A2A class, extends @{Task#TASK}
|
||||
--
|
||||
-- The TASK_A2A class defines Air To Air tasks for a @{Set} of Target Units,
|
||||
-- based on the tasking capabilities defined in @{Task#TASK}.
|
||||
-- The TASK_A2A is implemented using a @{Fsm#FSM_TASK}, and has the following statuses:
|
||||
--
|
||||
-- * **None**: Start of the process
|
||||
-- * **Planned**: The A2A task is planned.
|
||||
-- * **Assigned**: The A2A task is assigned to a @{Group#GROUP}.
|
||||
-- * **Success**: The A2A task is successfully completed.
|
||||
-- * **Failed**: The A2A task has failed. This will happen if the player exists the task early, without communicating a possible cancellation to HQ.
|
||||
--
|
||||
-- # 1.1) Set the scoring of achievements in an A2A attack.
|
||||
--
|
||||
-- Scoring or penalties can be given in the following circumstances:
|
||||
--
|
||||
-- * @{#TASK_A2A.SetScoreOnDestroy}(): Set a score when a target in scope of the A2A attack, has been destroyed.
|
||||
-- * @{#TASK_A2A.SetScoreOnSuccess}(): Set a score when all the targets in scope of the A2A attack, have been destroyed.
|
||||
-- * @{#TASK_A2A.SetPenaltyOnFailed}(): Set a penalty when the A2A attack has failed.
|
||||
--
|
||||
-- @field #TASK_A2A
|
||||
TASK_A2A = {
|
||||
ClassName = "TASK_A2A",
|
||||
}
|
||||
|
||||
@ -1,14 +1,12 @@
|
||||
--- **Tasking** - The TASK_A2A_DISPATCHER creates and manages player TASK_A2A tasks based on detected targets.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- # **AUTHORS and CONTRIBUTIONS**
|
||||
--
|
||||
-- ### Contributions:
|
||||
--
|
||||
-- ### Authors:
|
||||
--
|
||||
-- * **FlightControl**: Concept, Design & Programming.
|
||||
-- ====
|
||||
--
|
||||
-- ### Author: **Sven Van de Velde (FlightControl)**
|
||||
--
|
||||
-- ### Contributions:
|
||||
--
|
||||
-- ====
|
||||
--
|
||||
-- @module Task_A2A_Dispatcher
|
||||
|
||||
|
||||
@ -2,51 +2,13 @@
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- ====
|
||||
--
|
||||
-- # 1) @{Task_A2G#TASK_A2G} class, extends @{Task#TASK}
|
||||
-- ### Author: **Sven Van de Velde (FlightControl)**
|
||||
--
|
||||
-- The @{#TASK_A2G} class defines Air To Ground tasks for a @{Set} of Target Units,
|
||||
-- based on the tasking capabilities defined in @{Task#TASK}.
|
||||
-- The TASK_A2G is implemented using a @{Statemachine#FSM_TASK}, and has the following statuses:
|
||||
--
|
||||
-- * **None**: Start of the process
|
||||
-- * **Planned**: The A2G task is planned.
|
||||
-- * **Assigned**: The A2G task is assigned to a @{Group#GROUP}.
|
||||
-- * **Success**: The A2G task is successfully completed.
|
||||
-- * **Failed**: The A2G task has failed. This will happen if the player exists the task early, without communicating a possible cancellation to HQ.
|
||||
--
|
||||
-- # 1.1) Set the scoring of achievements in an A2G attack.
|
||||
--
|
||||
-- Scoring or penalties can be given in the following circumstances:
|
||||
--
|
||||
-- * @{#TASK_A2G.SetScoreOnDestroy}(): Set a score when a target in scope of the A2G attack, has been destroyed.
|
||||
-- * @{#TASK_A2G.SetScoreOnSuccess}(): Set a score when all the targets in scope of the A2G attack, have been destroyed.
|
||||
-- * @{#TASK_A2G.SetPenaltyOnFailed}(): Set a penalty when the A2G attack has failed.
|
||||
-- ### Contributions:
|
||||
--
|
||||
-- ====
|
||||
--
|
||||
-- # **API CHANGE HISTORY**
|
||||
--
|
||||
-- The underlying change log documents the API changes. Please read this carefully. The following notation is used:
|
||||
--
|
||||
-- * **Added** parts are expressed in bold type face.
|
||||
-- * _Removed_ parts are expressed in italic type face.
|
||||
--
|
||||
-- Hereby the change log:
|
||||
--
|
||||
-- 2017-03-09: Revised version.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- # **AUTHORS and CONTRIBUTIONS**
|
||||
--
|
||||
-- ### Contributions:
|
||||
--
|
||||
-- * **[WingThor]**: Concept, Advice & Testing.
|
||||
--
|
||||
-- ### Authors:
|
||||
--
|
||||
-- * **FlightControl**: Concept, Design & Programming.
|
||||
--
|
||||
-- @module Task_A2G
|
||||
|
||||
@ -56,6 +18,28 @@ do -- TASK_A2G
|
||||
-- @type TASK_A2G
|
||||
-- @field Set#SET_UNIT TargetSetUnit
|
||||
-- @extends Tasking.Task#TASK
|
||||
|
||||
--- # TASK_A2G class, extends @{Task#TASK}
|
||||
--
|
||||
-- The TASK_A2G class defines Air To Ground tasks for a @{Set} of Target Units,
|
||||
-- based on the tasking capabilities defined in @{Task#TASK}.
|
||||
-- The TASK_A2G is implemented using a @{Fsm#FSM_TASK}, and has the following statuses:
|
||||
--
|
||||
-- * **None**: Start of the process
|
||||
-- * **Planned**: The A2G task is planned.
|
||||
-- * **Assigned**: The A2G task is assigned to a @{Group#GROUP}.
|
||||
-- * **Success**: The A2G task is successfully completed.
|
||||
-- * **Failed**: The A2G task has failed. This will happen if the player exists the task early, without communicating a possible cancellation to HQ.
|
||||
--
|
||||
-- ## Set the scoring of achievements in an A2G attack.
|
||||
--
|
||||
-- Scoring or penalties can be given in the following circumstances:
|
||||
--
|
||||
-- * @{#TASK_A2G.SetScoreOnDestroy}(): Set a score when a target in scope of the A2G attack, has been destroyed.
|
||||
-- * @{#TASK_A2G.SetScoreOnSuccess}(): Set a score when all the targets in scope of the A2G attack, have been destroyed.
|
||||
-- * @{#TASK_A2G.SetPenaltyOnFailed}(): Set a penalty when the A2G attack has failed.
|
||||
--
|
||||
-- @field #TASK_A2G
|
||||
TASK_A2G = {
|
||||
ClassName = "TASK_A2G",
|
||||
}
|
||||
|
||||
@ -1,45 +1,12 @@
|
||||
--- **Tasking** - The TASK_A2G_DISPATCHER creates and manages player TASK_A2G tasks based on detected targets.
|
||||
--
|
||||
-- ===
|
||||
-- ====
|
||||
--
|
||||
-- # 1) @{#TASK_A2G_DISPATCHER} class, extends @{#DETECTION_MANAGER}
|
||||
-- ### Author: **Sven Van de Velde (FlightControl)**
|
||||
--
|
||||
-- The @{#TASK_A2G_DISPATCHER} class implements the dynamic dispatching of tasks upon groups of detected units determined a @{Set} of FAC (groups).
|
||||
-- The FAC will detect units, will group them, and will dispatch @{Task}s to groups. Depending on the type of target detected, different tasks will be dispatched.
|
||||
-- Find a summary below describing for which situation a task type is created:
|
||||
-- ### Contributions:
|
||||
--
|
||||
-- * **CAS Task**: Is created when there are enemy ground units within range of the FAC, while there are friendly units in the FAC perimeter.
|
||||
-- * **BAI Task**: Is created when there are enemy ground units within range of the FAC, while there are NO other friendly units within the FAC perimeter.
|
||||
-- * **SEAD Task**: Is created when there are enemy ground units wihtin range of the FAC, with air search radars.
|
||||
--
|
||||
-- Other task types will follow...
|
||||
--
|
||||
-- 3.1) TASK_A2G_DISPATCHER constructor:
|
||||
-- --------------------------------------
|
||||
-- The @{#TASK_A2G_DISPATCHER.New}() method creates a new TASK_A2G_DISPATCHER instance.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- # **API CHANGE HISTORY**
|
||||
--
|
||||
-- The underlying change log documents the API changes. Please read this carefully. The following notation is used:
|
||||
--
|
||||
-- * **Added** parts are expressed in bold type face.
|
||||
-- * _Removed_ parts are expressed in italic type face.
|
||||
--
|
||||
-- Hereby the change log:
|
||||
--
|
||||
-- 2017-03-09: Initial class and API.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- # **AUTHORS and CONTRIBUTIONS**
|
||||
--
|
||||
-- ### Contributions:
|
||||
--
|
||||
-- ### Authors:
|
||||
--
|
||||
-- * **FlightControl**: Concept, Design & Programming.
|
||||
-- ====
|
||||
--
|
||||
-- @module Task_A2G_Dispatcher
|
||||
|
||||
@ -51,6 +18,24 @@ do -- TASK_A2G_DISPATCHER
|
||||
-- @field Functional.Detection#DETECTION_BASE Detection The DETECTION_BASE object that is used to report the detected objects.
|
||||
-- @field Tasking.Mission#MISSION Mission
|
||||
-- @extends Tasking.DetectionManager#DETECTION_MANAGER
|
||||
|
||||
--- # TASK_A2G_DISPATCHE} class, extends @{#DETECTION_MANAGER}
|
||||
--
|
||||
-- The TASK_A2G_DISPATCHER class implements the dynamic dispatching of tasks upon groups of detected units determined a @{Set} of FAC (groups).
|
||||
-- The FAC will detect units, will group them, and will dispatch @{Task}s to groups. Depending on the type of target detected, different tasks will be dispatched.
|
||||
-- Find a summary below describing for which situation a task type is created:
|
||||
--
|
||||
-- * **CAS Task**: Is created when there are enemy ground units within range of the FAC, while there are friendly units in the FAC perimeter.
|
||||
-- * **BAI Task**: Is created when there are enemy ground units within range of the FAC, while there are NO other friendly units within the FAC perimeter.
|
||||
-- * **SEAD Task**: Is created when there are enemy ground units wihtin range of the FAC, with air search radars.
|
||||
--
|
||||
-- Other task types will follow...
|
||||
--
|
||||
-- ## TASK_A2G_DISPATCHER constructor
|
||||
--
|
||||
-- The @{#TASK_A2G_DISPATCHER.New}() method creates a new TASK_A2G_DISPATCHER instance.
|
||||
--
|
||||
-- @field #TASK_A2G_DISPATCHER
|
||||
TASK_A2G_DISPATCHER = {
|
||||
ClassName = "TASK_A2G_DISPATCHER",
|
||||
Mission = nil,
|
||||
|
||||
@ -1,4 +1,4 @@
|
||||
--- **Tasking (Release 2.1)** -- The TASK_CARGO models tasks for players to transport @{Cargo}.
|
||||
--- **Tasking** -- The TASK_CARGO models tasks for players to transport @{Cargo}.
|
||||
--
|
||||
-- 
|
||||
--
|
||||
@ -14,28 +14,13 @@
|
||||
--
|
||||
-- * @{#TASK_CARGO_TRANSPORT}: Defines a task for a human player to transport a set of cargo between various zones.
|
||||
--
|
||||
-- ==
|
||||
-- ====
|
||||
--
|
||||
-- # **API CHANGE HISTORY**
|
||||
--
|
||||
-- The underlying change log documents the API changes. Please read this carefully. The following notation is used:
|
||||
--
|
||||
-- * **Added** parts are expressed in bold type face.
|
||||
-- * _Removed_ parts are expressed in italic type face.
|
||||
--
|
||||
-- Hereby the change log:
|
||||
--
|
||||
-- 2017-03-09: Revised version.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- # **AUTHORS and CONTRIBUTIONS**
|
||||
--
|
||||
-- ### Contributions:
|
||||
--
|
||||
-- ### Authors:
|
||||
--
|
||||
-- * **FlightControl**: Concept, Design & Programming.
|
||||
-- ### Author: **Sven Van de Velde (FlightControl)**
|
||||
--
|
||||
-- ### Contributions:
|
||||
--
|
||||
-- ====
|
||||
--
|
||||
-- @module Task_Cargo
|
||||
|
||||
|
||||
@ -1,17 +1,28 @@
|
||||
--- This module contains the AIRBASE classes.
|
||||
--- **Wrapper** -- AIRBASE is a wrapper class to handle the DCS Airbase objects.
|
||||
--
|
||||
-- ====
|
||||
--
|
||||
-- ### Author: **Sven Van de Velde (FlightControl)**
|
||||
--
|
||||
-- ### Contributions:
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- 1) @{Airbase#AIRBASE} class, extends @{Positionable#POSITIONABLE}
|
||||
-- =================================================================
|
||||
-- The @{AIRBASE} class is a wrapper class to handle the DCS Airbase objects:
|
||||
-- @module Airbase
|
||||
|
||||
|
||||
--- @type AIRBASE
|
||||
-- @extends Wrapper.Positionable#POSITIONABLE
|
||||
|
||||
--- # AIRBASE class, extends @{Positionable#POSITIONABLE}
|
||||
--
|
||||
-- AIRBASE is a wrapper class to handle the DCS Airbase objects:
|
||||
--
|
||||
-- * Support all DCS Airbase APIs.
|
||||
-- * Enhance with Airbase specific APIs not in the DCS Airbase API set.
|
||||
--
|
||||
--
|
||||
-- 1.1) AIRBASE reference methods
|
||||
-- ------------------------------
|
||||
-- ## AIRBASE reference methods
|
||||
--
|
||||
-- For each DCS Airbase object alive within a running mission, a AIRBASE wrapper object (instance) will be created within the _@{DATABASE} object.
|
||||
-- This is done at the beginning of the mission (when the mission starts).
|
||||
--
|
||||
@ -29,27 +40,14 @@
|
||||
--
|
||||
-- IMPORTANT: ONE SHOULD NEVER SANATIZE these AIRBASE OBJECT REFERENCES! (make the AIRBASE object references nil).
|
||||
--
|
||||
-- 1.2) DCS AIRBASE APIs
|
||||
-- ---------------------
|
||||
-- ## DCS Airbase APIs
|
||||
--
|
||||
-- The DCS Airbase APIs are used extensively within MOOSE. The AIRBASE class has for each DCS Airbase API a corresponding method.
|
||||
-- To be able to distinguish easily in your code the difference between a AIRBASE API call and a DCS Airbase API call,
|
||||
-- the first letter of the method is also capitalized. So, by example, the DCS Airbase method @{DCSWrapper.Airbase#Airbase.getName}()
|
||||
-- is implemented in the AIRBASE class as @{#AIRBASE.GetName}().
|
||||
--
|
||||
-- More functions will be added
|
||||
-- ----------------------------
|
||||
-- During the MOOSE development, more functions will be added.
|
||||
--
|
||||
-- @module Airbase
|
||||
-- @author FlightControl
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
--- The AIRBASE class
|
||||
-- @type AIRBASE
|
||||
-- @extends Wrapper.Positionable#POSITIONABLE
|
||||
-- @field #AIRBASE
|
||||
AIRBASE = {
|
||||
ClassName="AIRBASE",
|
||||
CategoryName = {
|
||||
|
||||
@ -1,10 +1,26 @@
|
||||
--- This module contains the CLIENT class.
|
||||
--- **Wrapper** -- CLIENT wraps DCS Unit objects acting as a __Client__ or __Player__ within a mission.
|
||||
--
|
||||
-- ====
|
||||
--
|
||||
-- ### Author: **Sven Van de Velde (FlightControl)**
|
||||
--
|
||||
-- ### Contributions:
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- @module Client
|
||||
|
||||
|
||||
--- The CLIENT class
|
||||
-- @type CLIENT
|
||||
-- @extends Wrapper.Unit#UNIT
|
||||
|
||||
|
||||
--- # CLIENT class, extends @{Unit#UNIT}
|
||||
--
|
||||
-- 1) @{Client#CLIENT} class, extends @{Unit#UNIT}
|
||||
-- ===============================================
|
||||
-- Clients are those **Units** defined within the Mission Editor that have the skillset defined as __Client__ or __Player__.
|
||||
-- Note that clients are NOT the same as Units, they are NOT necessarily alive.
|
||||
-- The @{Client#CLIENT} class is a wrapper class to handle the DCS Unit objects that have the skillset defined as __Client__ or __Player__:
|
||||
-- The CLIENT class is a wrapper class to handle the DCS Unit objects that have the skillset defined as __Client__ or __Player__:
|
||||
--
|
||||
-- * Wraps the DCS Unit objects with skill level set to Player or Client.
|
||||
-- * Support all DCS Unit APIs.
|
||||
@ -15,8 +31,8 @@
|
||||
--
|
||||
-- Clients are being used by the @{MISSION} class to follow players and register their successes.
|
||||
--
|
||||
-- 1.1) CLIENT reference methods
|
||||
-- -----------------------------
|
||||
-- ## CLIENT reference methods
|
||||
--
|
||||
-- For each DCS Unit having skill level Player or Client, a CLIENT wrapper object (instance) will be created within the _@{DATABASE} object.
|
||||
-- This is done at the beginning of the mission (when the mission starts).
|
||||
--
|
||||
@ -32,13 +48,9 @@
|
||||
-- * @{#CLIENT.Find}(): Find a CLIENT instance from the _DATABASE object using a DCS Unit object.
|
||||
-- * @{#CLIENT.FindByName}(): Find a CLIENT instance from the _DATABASE object using a DCS Unit name.
|
||||
--
|
||||
-- IMPORTANT: ONE SHOULD NEVER SANATIZE these CLIENT OBJECT REFERENCES! (make the CLIENT object references nil).
|
||||
-- **IMPORTANT: ONE SHOULD NEVER SANATIZE these CLIENT OBJECT REFERENCES! (make the CLIENT object references nil).**
|
||||
--
|
||||
-- @module Client
|
||||
|
||||
--- The CLIENT class
|
||||
-- @type CLIENT
|
||||
-- @extends Wrapper.Unit#UNIT
|
||||
-- @field #CLIENT
|
||||
CLIENT = {
|
||||
ONBOARDSIDE = {
|
||||
NONE = 0,
|
||||
|
||||
@ -1,29 +1,48 @@
|
||||
--- This module contains the CONTROLLABLE class.
|
||||
--- **Wrapper** -- CONTROLLABLE is an intermediate class wrapping Group and Unit classes "controllers".
|
||||
--
|
||||
-- 1) @{Controllable#CONTROLLABLE} class, extends @{Positionable#POSITIONABLE}
|
||||
-- ===========================================================
|
||||
-- The @{Controllable#CONTROLLABLE} class is a wrapper class to handle the DCS Controllable objects:
|
||||
-- ====
|
||||
--
|
||||
-- ### Author: **Sven Van de Velde (FlightControl)**
|
||||
--
|
||||
-- ### Contributions:
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- @module Controllable
|
||||
|
||||
|
||||
|
||||
--- @type CONTROLLABLE
|
||||
-- @extends Wrapper.Positionable#POSITIONABLE
|
||||
-- @field Dcs.DCSWrapper.Controllable#Controllable DCSControllable The DCS controllable class.
|
||||
-- @field #string ControllableName The name of the controllable.
|
||||
|
||||
|
||||
|
||||
--- # CONTROLLABLE class, extends @{Positionable#POSITIONABLE}
|
||||
--
|
||||
-- CONTROLLABLE is a wrapper class to handle the "DCS Controllable objects", which are Groups and Units:
|
||||
--
|
||||
-- * Support all DCS Controllable APIs.
|
||||
-- * Enhance with Controllable specific APIs not in the DCS Controllable API set.
|
||||
-- * Handle local Controllable Controller.
|
||||
-- * Manage the "state" of the DCS Controllable.
|
||||
--
|
||||
-- 1.1) CONTROLLABLE constructor
|
||||
-- -----------------------------
|
||||
-- ## CONTROLLABLE constructor
|
||||
--
|
||||
-- The CONTROLLABLE class provides the following functions to construct a CONTROLLABLE instance:
|
||||
--
|
||||
-- * @{#CONTROLLABLE.New}(): Create a CONTROLLABLE instance.
|
||||
--
|
||||
-- 1.2) CONTROLLABLE task methods
|
||||
-- ------------------------------
|
||||
-- ## CONTROLLABLE Task methods
|
||||
--
|
||||
-- Several controllable task methods are available that help you to prepare tasks.
|
||||
-- These methods return a string consisting of the task description, which can then be given to either a @{Controllable#CONTROLLABLE.PushTask} or @{Controllable#SetTask} method to assign the task to the CONTROLLABLE.
|
||||
-- Tasks are specific for the category of the CONTROLLABLE, more specific, for AIR, GROUND or AIR and GROUND.
|
||||
-- Each task description where applicable indicates for which controllable category the task is valid.
|
||||
-- There are 2 main subdivisions of tasks: Assigned tasks and EnRoute tasks.
|
||||
--
|
||||
-- ### 1.2.1) Assigned task methods
|
||||
-- ### Task assignment
|
||||
--
|
||||
-- Assigned task methods make the controllable execute the task where the location of the (possible) targets of the task are known before being detected.
|
||||
-- This is different from the EnRoute tasks, where the targets of the task need to be detected before the task can be executed.
|
||||
@ -54,7 +73,7 @@
|
||||
-- * @{#CONTROLLABLE.TaskRouteToZone}: (AIR + GROUND) Route the controllable to a given zone.
|
||||
-- * @{#CONTROLLABLE.TaskReturnToBase}: (AIR) Route the controllable to an airbase.
|
||||
--
|
||||
-- ### 1.2.2) EnRoute task methods
|
||||
-- ### EnRoute assignment
|
||||
--
|
||||
-- EnRoute tasks require the targets of the task need to be detected by the controllable (using its sensors) before the task can be executed:
|
||||
--
|
||||
@ -67,7 +86,7 @@
|
||||
-- * @{#CONTROLLABLE.EnRouteTaskFAC_EngageControllable}: (AIR + GROUND) The task makes the controllable/unit a FAC and lets the FAC to choose the target (enemy ground controllable) as well as other assigned targets.
|
||||
-- * @{#CONTROLLABLE.EnRouteTaskTanker}: (AIR) Aircraft will act as a tanker for friendly units. No parameters.
|
||||
--
|
||||
-- ### 1.2.3) Preparation task methods
|
||||
-- ### Task preparation
|
||||
--
|
||||
-- There are certain task methods that allow to tailor the task behaviour:
|
||||
--
|
||||
@ -76,24 +95,24 @@
|
||||
-- * @{#CONTROLLABLE.TaskCondition}: Return a condition section for a controlled task.
|
||||
-- * @{#CONTROLLABLE.TaskControlled}: Return a Controlled Task taking a Task and a TaskCondition.
|
||||
--
|
||||
-- ### 1.2.4) Obtain the mission from controllable templates
|
||||
-- ### Obtain the mission from controllable templates
|
||||
--
|
||||
-- Controllable templates contain complete mission descriptions. Sometimes you want to copy a complete mission from a controllable and assign it to another:
|
||||
--
|
||||
-- * @{#CONTROLLABLE.TaskMission}: (AIR + GROUND) Return a mission task from a mission template.
|
||||
--
|
||||
-- 1.3) CONTROLLABLE Command methods
|
||||
-- --------------------------
|
||||
-- ## CONTROLLABLE Command methods
|
||||
--
|
||||
-- Controllable **command methods** prepare the execution of commands using the @{#CONTROLLABLE.SetCommand} method:
|
||||
--
|
||||
-- * @{#CONTROLLABLE.CommandDoScript}: Do Script command.
|
||||
-- * @{#CONTROLLABLE.CommandSwitchWayPoint}: Perform a switch waypoint command.
|
||||
--
|
||||
-- 1.4) CONTROLLABLE Option methods
|
||||
-- -------------------------
|
||||
-- ## CONTROLLABLE Option methods
|
||||
--
|
||||
-- Controllable **Option methods** change the behaviour of the Controllable while being alive.
|
||||
--
|
||||
-- ### 1.4.1) Rule of Engagement:
|
||||
-- ### Rule of Engagement:
|
||||
--
|
||||
-- * @{#CONTROLLABLE.OptionROEWeaponFree}
|
||||
-- * @{#CONTROLLABLE.OptionROEOpenFire}
|
||||
@ -107,7 +126,7 @@
|
||||
-- * @{#CONTROLLABLE.OptionROEReturnFirePossible}
|
||||
-- * @{#CONTROLLABLE.OptionROEEvadeFirePossible}
|
||||
--
|
||||
-- ### 1.4.2) Rule on thread:
|
||||
-- ### Rule on thread:
|
||||
--
|
||||
-- * @{#CONTROLLABLE.OptionROTNoReaction}
|
||||
-- * @{#CONTROLLABLE.OptionROTPassiveDefense}
|
||||
@ -121,15 +140,7 @@
|
||||
-- * @{#CONTROLLABLE.OptionROTEvadeFirePossible}
|
||||
-- * @{#CONTROLLABLE.OptionROTVerticalPossible}
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- @module Controllable
|
||||
|
||||
--- The CONTROLLABLE class
|
||||
-- @type CONTROLLABLE
|
||||
-- @extends Wrapper.Positionable#POSITIONABLE
|
||||
-- @field Dcs.DCSWrapper.Controllable#Controllable DCSControllable The DCS controllable class.
|
||||
-- @field #string ControllableName The name of the controllable.
|
||||
-- @field #CONTROLLABLE
|
||||
CONTROLLABLE = {
|
||||
ClassName = "CONTROLLABLE",
|
||||
ControllableName = "",
|
||||
|
||||
@ -1,4 +1,4 @@
|
||||
--- **Wrapper** -- GROUP is a wrapper class for the DCS Class Group.
|
||||
--- **Wrapper** -- GROUP wraps the DCS Class Group objects.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
@ -15,45 +15,22 @@
|
||||
--
|
||||
-- ====
|
||||
--
|
||||
-- # **API CHANGE HISTORY**
|
||||
--
|
||||
-- The underlying change log documents the API changes. Please read this carefully. The following notation is used:
|
||||
--
|
||||
-- * **Added** parts are expressed in bold type face.
|
||||
-- * _Removed_ parts are expressed in italic type face.
|
||||
--
|
||||
-- Hereby the change log:
|
||||
--
|
||||
-- 2017-03-26: GROUP:**RouteRTB( RTBAirbase, Speed )** added.
|
||||
--
|
||||
-- 2017-03-07: GROUP:**HandleEvent( Event, EventFunction )** added.
|
||||
-- 2017-03-07: GROUP:**UnHandleEvent( Event )** added.
|
||||
--
|
||||
-- 2017-01-24: GROUP:**SetAIOnOff( AIOnOff )** added.
|
||||
--
|
||||
-- 2017-01-24: GROUP:**SetAIOn()** added.
|
||||
--
|
||||
-- 2017-01-24: GROUP:**SetAIOff()** added.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- # **AUTHORS and CONTRIBUTIONS**
|
||||
-- ### Author: **Sven Van de Velde (FlightControl)**
|
||||
--
|
||||
-- ### Contributions:
|
||||
--
|
||||
-- * [**Entropy**](https://forums.eagle.ru/member.php?u=111471), **Afinegan**: Came up with the requirement for AIOnOff().
|
||||
--
|
||||
-- ### Authors:
|
||||
--
|
||||
-- * **FlightControl**: Design & Programming
|
||||
-- ====
|
||||
--
|
||||
-- @module Group
|
||||
-- @author FlightControl
|
||||
|
||||
|
||||
--- @type GROUP
|
||||
-- @extends Wrapper.Controllable#CONTROLLABLE
|
||||
-- @field #string GroupName The name of the group.
|
||||
|
||||
|
||||
---
|
||||
-- # GROUP class, extends @{Controllable#CONTROLLABLE}
|
||||
--
|
||||
|
||||
@ -1,39 +1,34 @@
|
||||
--- This module contains the IDENTIFIABLE class.
|
||||
--- **Wrapper** -- IDENTIFIABLE is an intermediate class wrapping DCS Object class derived Objects.
|
||||
--
|
||||
-- 1) @{#IDENTIFIABLE} class, extends @{Object#OBJECT}
|
||||
-- ===============================================================
|
||||
-- The @{#IDENTIFIABLE} class is a wrapper class to handle the DCS Identifiable objects:
|
||||
-- ====
|
||||
--
|
||||
-- ### Author: **Sven Van de Velde (FlightControl)**
|
||||
--
|
||||
-- ### Contributions:
|
||||
--
|
||||
-- ====
|
||||
--
|
||||
-- @module Identifiable
|
||||
|
||||
--- @type IDENTIFIABLE
|
||||
-- @extends Wrapper.Object#OBJECT
|
||||
-- @field #string IdentifiableName The name of the identifiable.
|
||||
|
||||
--- # IDENTIFIABLE class, extends @{Object#OBJECT}
|
||||
--
|
||||
-- The IDENTIFIABLE class is a wrapper class to handle the DCS Identifiable objects:
|
||||
--
|
||||
-- * Support all DCS Identifiable APIs.
|
||||
-- * Enhance with Identifiable specific APIs not in the DCS Identifiable API set.
|
||||
-- * Manage the "state" of the DCS Identifiable.
|
||||
--
|
||||
-- 1.1) IDENTIFIABLE constructor:
|
||||
-- ------------------------------
|
||||
-- ## IDENTIFIABLE constructor
|
||||
--
|
||||
-- The IDENTIFIABLE class provides the following functions to construct a IDENTIFIABLE instance:
|
||||
--
|
||||
-- * @{#IDENTIFIABLE.New}(): Create a IDENTIFIABLE instance.
|
||||
--
|
||||
-- 1.2) IDENTIFIABLE methods:
|
||||
-- --------------------------
|
||||
-- The following methods can be used to identify an identifiable object:
|
||||
--
|
||||
-- * @{#IDENTIFIABLE.GetName}(): Returns the name of the Identifiable.
|
||||
-- * @{#IDENTIFIABLE.IsAlive}(): Returns if the Identifiable is alive.
|
||||
-- * @{#IDENTIFIABLE.GetTypeName}(): Returns the type name of the Identifiable.
|
||||
-- * @{#IDENTIFIABLE.GetCoalition}(): Returns the coalition of the Identifiable.
|
||||
-- * @{#IDENTIFIABLE.GetCountry}(): Returns the country of the Identifiable.
|
||||
-- * @{#IDENTIFIABLE.GetDesc}(): Returns the descriptor structure of the Identifiable.
|
||||
--
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- @module Identifiable
|
||||
|
||||
--- The IDENTIFIABLE class
|
||||
-- @type IDENTIFIABLE
|
||||
-- @extends Wrapper.Object#OBJECT
|
||||
-- @field #string IdentifiableName The name of the identifiable.
|
||||
-- @field #IDENTIFIABLE
|
||||
IDENTIFIABLE = {
|
||||
ClassName = "IDENTIFIABLE",
|
||||
IdentifiableName = "",
|
||||
|
||||
@ -1,33 +1,36 @@
|
||||
--- This module contains the OBJECT class.
|
||||
--- **Wrapper** -- OBJECT wraps the DCS Object derived objects.
|
||||
--
|
||||
-- 1) @{Object#OBJECT} class, extends @{Base#BASE}
|
||||
-- ===========================================================
|
||||
-- The @{Object#OBJECT} class is a wrapper class to handle the DCS Object objects:
|
||||
--
|
||||
-- * Support all DCS Object APIs.
|
||||
-- * Enhance with Object specific APIs not in the DCS Object API set.
|
||||
-- * Manage the "state" of the DCS Object.
|
||||
--
|
||||
-- 1.1) OBJECT constructor:
|
||||
-- ------------------------------
|
||||
-- The OBJECT class provides the following functions to construct a OBJECT instance:
|
||||
--
|
||||
-- * @{Object#OBJECT.New}(): Create a OBJECT instance.
|
||||
--
|
||||
-- 1.2) OBJECT methods:
|
||||
-- --------------------------
|
||||
-- The following methods can be used to identify an Object object:
|
||||
-- ====
|
||||
--
|
||||
-- * @{Object#OBJECT.GetID}(): Returns the ID of the Object object.
|
||||
-- ### Author: **Sven Van de Velde (FlightControl)**
|
||||
--
|
||||
-- ### Contributions:
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- @module Object
|
||||
|
||||
--- The OBJECT class
|
||||
-- @type OBJECT
|
||||
|
||||
--- @type OBJECT
|
||||
-- @extends Core.Base#BASE
|
||||
-- @field #string ObjectName The name of the Object.
|
||||
|
||||
|
||||
--- # OBJECT class, extends @{Base#BASE}
|
||||
--
|
||||
-- OBJECT handles the DCS Object objects:
|
||||
--
|
||||
-- * Support all DCS Object APIs.
|
||||
-- * Enhance with Object specific APIs not in the DCS Object API set.
|
||||
-- * Manage the "state" of the DCS Object.
|
||||
--
|
||||
-- ## OBJECT constructor:
|
||||
--
|
||||
-- The OBJECT class provides the following functions to construct a OBJECT instance:
|
||||
--
|
||||
-- * @{Object#OBJECT.New}(): Create a OBJECT instance.
|
||||
--
|
||||
-- @field #OBJECT
|
||||
OBJECT = {
|
||||
ClassName = "OBJECT",
|
||||
ObjectName = "",
|
||||
|
||||
@ -1,9 +1,16 @@
|
||||
--- **Wrapper** -- This module contains the POSITIONABLE class.
|
||||
--- **Wrapper** -- POSITIONABLE wraps DCS classes that are "positionable".
|
||||
--
|
||||
-- ===
|
||||
-- ====
|
||||
--
|
||||
-- ### Author: **Sven Van de Velde (FlightControl)**
|
||||
--
|
||||
-- ### Contributions:
|
||||
--
|
||||
-- ====
|
||||
--
|
||||
-- @module Positionable
|
||||
|
||||
|
||||
--- The POSITIONABLE class
|
||||
-- @type POSITIONABLE
|
||||
-- @extends Wrapper.Identifiable#IDENTIFIABLE
|
||||
@ -11,6 +18,7 @@
|
||||
-- @field Core.Spot#SPOT Spot The laser Spot.
|
||||
-- @field #number LaserCode The last assigned laser code.
|
||||
|
||||
|
||||
--- # POSITIONABLE class, extends @{Identifiable#IDENTIFIABLE}
|
||||
--
|
||||
-- The POSITIONABLE class is a wrapper class to handle the POSITIONABLE objects:
|
||||
@ -24,14 +32,6 @@
|
||||
-- The POSITIONABLE class provides the following functions to construct a POSITIONABLE instance:
|
||||
--
|
||||
-- * @{Positionable#POSITIONABLE.New}(): Create a POSITIONABLE instance.
|
||||
--
|
||||
-- ## POSITIONABLE methods
|
||||
--
|
||||
-- The following methods can be used to identify an measurable object:
|
||||
--
|
||||
-- * @{Positionable#POSITIONABLE.GetID}(): Returns the ID of the measurable object.
|
||||
-- * @{Positionable#POSITIONABLE.GetName}(): Returns the name of the measurable object.
|
||||
--
|
||||
--
|
||||
-- @field #POSITIONABLE
|
||||
POSITIONABLE = {
|
||||
|
||||
@ -1,22 +1,31 @@
|
||||
--- This module contains the SCENERY class.
|
||||
--- **Wrapper** -- SCENERY models scenery within the DCS simulator.
|
||||
--
|
||||
-- ====
|
||||
--
|
||||
-- ### Author: **Sven Van de Velde (FlightControl)**
|
||||
--
|
||||
-- ### Contributions:
|
||||
--
|
||||
-- ====
|
||||
--
|
||||
-- @module Scenery
|
||||
|
||||
|
||||
|
||||
--- @type SCENERY
|
||||
-- @extends Wrapper.Positionable#POSITIONABLE
|
||||
|
||||
|
||||
--- # SCENERY class, extends @{Positionable#POSITIONABLE}
|
||||
--
|
||||
-- 1) @{Scenery#SCENERY} class, extends @{Positionable#POSITIONABLE}
|
||||
-- ===============================================================
|
||||
-- Scenery objects are defined on the map.
|
||||
-- The @{Scenery#SCENERY} class is a wrapper class to handle the DCS Scenery objects:
|
||||
--
|
||||
-- * Wraps the DCS Scenery objects.
|
||||
-- * Support all DCS Scenery APIs.
|
||||
-- * Enhance with Scenery specific APIs not in the DCS API set.
|
||||
--
|
||||
-- @module Scenery
|
||||
-- @author FlightControl
|
||||
|
||||
|
||||
|
||||
--- The SCENERY class
|
||||
-- @type SCENERY
|
||||
-- @extends Wrapper.Positionable#POSITIONABLE
|
||||
--
|
||||
-- @field #SCENERY
|
||||
SCENERY = {
|
||||
ClassName = "SCENERY",
|
||||
}
|
||||
|
||||
@ -1,7 +1,21 @@
|
||||
--- This module contains the STATIC class.
|
||||
--- **Wrapper** -- STATIC wraps the DCS StaticObject class.
|
||||
--
|
||||
-- ====
|
||||
--
|
||||
-- ### Author: **Sven Van de Velde (FlightControl)**
|
||||
--
|
||||
-- ### Contributions:
|
||||
--
|
||||
-- ====
|
||||
--
|
||||
-- @module Static
|
||||
|
||||
|
||||
--- @type STATIC
|
||||
-- @extends Wrapper.Positionable#POSITIONABLE
|
||||
|
||||
--- # STATIC class, extends @{Positionable#POSITIONABLE}
|
||||
--
|
||||
-- 1) @{Static#STATIC} class, extends @{Positionable#POSITIONABLE}
|
||||
-- ===============================================================
|
||||
-- Statics are **Static Units** defined within the Mission Editor.
|
||||
-- Note that Statics are almost the same as Units, but they don't have a controller.
|
||||
-- The @{Static#STATIC} class is a wrapper class to handle the DCS Static objects:
|
||||
@ -10,8 +24,8 @@
|
||||
-- * Support all DCS Static APIs.
|
||||
-- * Enhance with Static specific APIs not in the DCS API set.
|
||||
--
|
||||
-- 1.1) STATIC reference methods
|
||||
-- -----------------------------
|
||||
-- ## STATIC reference methods
|
||||
--
|
||||
-- For each DCS Static will have a STATIC wrapper object (instance) within the _@{DATABASE} object.
|
||||
-- This is done at the beginning of the mission (when the mission starts).
|
||||
--
|
||||
@ -28,17 +42,7 @@
|
||||
--
|
||||
-- IMPORTANT: ONE SHOULD NEVER SANATIZE these STATIC OBJECT REFERENCES! (make the STATIC object references nil).
|
||||
--
|
||||
-- @module Static
|
||||
-- @author FlightControl
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
--- The STATIC class
|
||||
-- @type STATIC
|
||||
-- @extends Wrapper.Positionable#POSITIONABLE
|
||||
-- @field #STATIC
|
||||
STATIC = {
|
||||
ClassName = "STATIC",
|
||||
}
|
||||
|
||||
@ -9,8 +9,17 @@
|
||||
-- * Handle local Unit Controller.
|
||||
-- * Manage the "state" of the DCS Unit.
|
||||
--
|
||||
-- ====
|
||||
--
|
||||
-- ### Author: **Sven Van de Velde (FlightControl)**
|
||||
--
|
||||
-- ### Contributions:
|
||||
--
|
||||
-- ====
|
||||
--
|
||||
-- @module Unit
|
||||
|
||||
|
||||
--- @type UNIT
|
||||
-- @extends Wrapper.Controllable#CONTROLLABLE
|
||||
|
||||
|
||||
@ -1,41 +1,41 @@
|
||||
@K=function, @M=Task_A2A, @N=onafterRouteToRendezVous, @P=Fsm, @F=../../../MOOSE/Moose Development/Moose\Tasking\Task_A2A.lua, @C=4585,
|
||||
@K=function, @M=Task_A2A, @N=OnAfterArriveAtRendezVous, @P=Fsm, @F=../../../MOOSE/Moose Development/Moose\Tasking\Task_A2A.lua, @C=5246,
|
||||
@K=function, @M=Task_A2A, @N=onafterEngage, @P=Fsm, @F=../../../MOOSE/Moose Development/Moose\Tasking\Task_A2A.lua, @C=5643,
|
||||
@K=function, @M=Task_A2A, @N=onafterRouteToTarget, @P=Fsm, @F=../../../MOOSE/Moose Development/Moose\Tasking\Task_A2A.lua, @C=5965,
|
||||
@K=function, @M=Task_A2A, @N=onafterRouteToTargets, @P=Fsm, @F=../../../MOOSE/Moose Development/Moose\Tasking\Task_A2A.lua, @C=6846,
|
||||
@K=function, @M=Task_A2G, @N=onafterRouteToRendezVous, @P=Fsm, @F=../../../MOOSE/Moose Development/Moose\Tasking\Task_A2G.lua, @C=4672,
|
||||
@K=function, @M=Task_A2G, @N=OnAfterArriveAtRendezVous, @P=Fsm, @F=../../../MOOSE/Moose Development/Moose\Tasking\Task_A2G.lua, @C=5333,
|
||||
@K=function, @M=Task_A2G, @N=onafterEngage, @P=Fsm, @F=../../../MOOSE/Moose Development/Moose\Tasking\Task_A2G.lua, @C=5730,
|
||||
@K=function, @M=Task_A2G, @N=onafterRouteToTarget, @P=Fsm, @F=../../../MOOSE/Moose Development/Moose\Tasking\Task_A2G.lua, @C=6052,
|
||||
@K=function, @M=Task_A2G, @N=onafterRouteToTargets, @P=Fsm, @F=../../../MOOSE/Moose Development/Moose\Tasking\Task_A2G.lua, @C=6931,
|
||||
@K=function, @M=Task_Cargo, @N=onafterSelectAction, @P=Fsm, @F=../../../MOOSE/Moose Development/Moose\Tasking\Task_CARGO.lua, @C=10711,
|
||||
@K=function, @M=Task_Cargo, @N=OnLeaveWaitingForCommand, @P=Fsm, @F=../../../MOOSE/Moose Development/Moose\Tasking\Task_CARGO.lua, @C=13740,
|
||||
@K=function, @M=Task_Cargo, @N=onafterRouteToPickup, @P=Fsm, @F=../../../MOOSE/Moose Development/Moose\Tasking\Task_CARGO.lua, @C=14601,
|
||||
@K=function, @M=Task_Cargo, @N=onafterArriveAtPickup, @P=Fsm, @F=../../../MOOSE/Moose Development/Moose\Tasking\Task_CARGO.lua, @C=15222,
|
||||
@K=function, @M=Task_Cargo, @N=onafterCancelRouteToPickup, @P=Fsm, @F=../../../MOOSE/Moose Development/Moose\Tasking\Task_CARGO.lua, @C=15751,
|
||||
@K=function, @M=Task_Cargo, @N=onafterRouteToDeploy, @P=Fsm, @F=../../../MOOSE/Moose Development/Moose\Tasking\Task_CARGO.lua, @C=16088,
|
||||
@K=function, @M=Task_Cargo, @N=onafterArriveAtDeploy, @P=Fsm, @F=../../../MOOSE/Moose Development/Moose\Tasking\Task_CARGO.lua, @C=16535,
|
||||
@K=function, @M=Task_Cargo, @N=onafterCancelRouteToDeploy, @P=Fsm, @F=../../../MOOSE/Moose Development/Moose\Tasking\Task_CARGO.lua, @C=16963,
|
||||
@K=function, @M=Task_Cargo, @N=onafterLanded, @P=Fsm, @F=../../../MOOSE/Moose Development/Moose\Tasking\Task_CARGO.lua, @C=18250,
|
||||
@K=function, @M=Task_Cargo, @N=onafterPrepareBoarding, @P=Fsm, @F=../../../MOOSE/Moose Development/Moose\Tasking\Task_CARGO.lua, @C=19016,
|
||||
@K=function, @M=Task_Cargo, @N=onafterBoard, @P=Fsm, @F=../../../MOOSE/Moose Development/Moose\Tasking\Task_CARGO.lua, @C=19476,
|
||||
@K=function, @M=Task_Cargo, @N=onafterBoarded, @P=Fsm, @F=../../../MOOSE/Moose Development/Moose\Tasking\Task_CARGO.lua, @C=20417,
|
||||
@K=function, @M=Task_Cargo, @N=onafterPrepareUnBoarding, @P=Fsm, @F=../../../MOOSE/Moose Development/Moose\Tasking\Task_CARGO.lua, @C=21100,
|
||||
@K=function, @M=Task_Cargo, @N=onafterUnBoard, @P=Fsm, @F=../../../MOOSE/Moose Development/Moose\Tasking\Task_CARGO.lua, @C=22060,
|
||||
@K=function, @M=Task_Cargo, @N=onafterUnBoarded, @P=Fsm, @F=../../../MOOSE/Moose Development/Moose\Tasking\Task_CARGO.lua, @C=23079,
|
||||
@K=function, @M=Designate, @N=OnBeforeLaseOn, @P=DESIGNATE , @F=../../../MOOSE/Moose Development/Moose\Functional\Designate.lua, @C=12218,
|
||||
@K=function, @M=Designate, @N=OnAfterLaseOn, @P=DESIGNATE , @F=../../../MOOSE/Moose Development/Moose\Functional\Designate.lua, @C=12466,
|
||||
@K=function, @M=Designate, @N=LaseOn, @P=DESIGNATE , @F=../../../MOOSE/Moose Development/Moose\Functional\Designate.lua, @C=12687,
|
||||
@K=function, @M=Designate, @N=__LaseOn, @P=DESIGNATE , @F=../../../MOOSE/Moose Development/Moose\Functional\Designate.lua, @C=12810,
|
||||
@K=function, @M=Designate, @N=OnBeforeLaseOff, @P=DESIGNATE , @F=../../../MOOSE/Moose Development/Moose\Functional\Designate.lua, @C=13094,
|
||||
@K=function, @M=Designate, @N=OnAfterLaseOff, @P=DESIGNATE , @F=../../../MOOSE/Moose Development/Moose\Functional\Designate.lua, @C=13344,
|
||||
@K=function, @M=Designate, @N=LaseOff, @P=DESIGNATE , @F=../../../MOOSE/Moose Development/Moose\Functional\Designate.lua, @C=13567,
|
||||
@K=function, @M=Designate, @N=__LaseOff, @P=DESIGNATE , @F=../../../MOOSE/Moose Development/Moose\Functional\Designate.lua, @C=13692,
|
||||
@K=function, @M=Designate, @N=OnBeforeSmoke, @P=DESIGNATE , @F=../../../MOOSE/Moose Development/Moose\Functional\Designate.lua, @C=13906,
|
||||
@K=function, @M=Designate, @N=OnAfterSmoke, @P=DESIGNATE , @F=../../../MOOSE/Moose Development/Moose\Functional\Designate.lua, @C=14152,
|
||||
@K=function, @M=Designate, @N=Smoke, @P=DESIGNATE , @F=../../../MOOSE/Moose Development/Moose\Functional\Designate.lua, @C=14371,
|
||||
@K=function, @M=Designate, @N=__Smoke, @P=DESIGNATE , @F=../../../MOOSE/Moose Development/Moose\Functional\Designate.lua, @C=14492,
|
||||
@K=function, @M=Designate, @N=OnBeforeStatus, @P=DESIGNATE , @F=../../../MOOSE/Moose Development/Moose\Functional\Designate.lua, @C=15578,
|
||||
@K=function, @M=Designate, @N=OnAfterStatus, @P=DESIGNATE , @F=../../../MOOSE/Moose Development/Moose\Functional\Designate.lua, @C=15826,
|
||||
@K=function, @M=Designate, @N=Status, @P=DESIGNATE , @F=../../../MOOSE/Moose Development/Moose\Functional\Designate.lua, @C=16047,
|
||||
@K=function, @M=Designate, @N=__Status, @P=DESIGNATE , @F=../../../MOOSE/Moose Development/Moose\Functional\Designate.lua, @C=16170,
|
||||
@K=function, @M=Task_A2A, @N=onafterRouteToRendezVous, @P=Fsm, @F=../../../MOOSE/Moose Development/Moose\Tasking\Task_A2A.lua, @C=4242,
|
||||
@K=function, @M=Task_A2A, @N=OnAfterArriveAtRendezVous, @P=Fsm, @F=../../../MOOSE/Moose Development/Moose\Tasking\Task_A2A.lua, @C=4903,
|
||||
@K=function, @M=Task_A2A, @N=onafterEngage, @P=Fsm, @F=../../../MOOSE/Moose Development/Moose\Tasking\Task_A2A.lua, @C=5300,
|
||||
@K=function, @M=Task_A2A, @N=onafterRouteToTarget, @P=Fsm, @F=../../../MOOSE/Moose Development/Moose\Tasking\Task_A2A.lua, @C=5622,
|
||||
@K=function, @M=Task_A2A, @N=onafterRouteToTargets, @P=Fsm, @F=../../../MOOSE/Moose Development/Moose\Tasking\Task_A2A.lua, @C=6503,
|
||||
@K=function, @M=Task_A2G, @N=onafterRouteToRendezVous, @P=Fsm, @F=../../../MOOSE/Moose Development/Moose\Tasking\Task_A2G.lua, @C=4236,
|
||||
@K=function, @M=Task_A2G, @N=OnAfterArriveAtRendezVous, @P=Fsm, @F=../../../MOOSE/Moose Development/Moose\Tasking\Task_A2G.lua, @C=4897,
|
||||
@K=function, @M=Task_A2G, @N=onafterEngage, @P=Fsm, @F=../../../MOOSE/Moose Development/Moose\Tasking\Task_A2G.lua, @C=5294,
|
||||
@K=function, @M=Task_A2G, @N=onafterRouteToTarget, @P=Fsm, @F=../../../MOOSE/Moose Development/Moose\Tasking\Task_A2G.lua, @C=5616,
|
||||
@K=function, @M=Task_A2G, @N=onafterRouteToTargets, @P=Fsm, @F=../../../MOOSE/Moose Development/Moose\Tasking\Task_A2G.lua, @C=6495,
|
||||
@K=function, @M=Task_Cargo, @N=onafterSelectAction, @P=Fsm, @F=../../../MOOSE/Moose Development/Moose\Tasking\Task_CARGO.lua, @C=10296,
|
||||
@K=function, @M=Task_Cargo, @N=OnLeaveWaitingForCommand, @P=Fsm, @F=../../../MOOSE/Moose Development/Moose\Tasking\Task_CARGO.lua, @C=13325,
|
||||
@K=function, @M=Task_Cargo, @N=onafterRouteToPickup, @P=Fsm, @F=../../../MOOSE/Moose Development/Moose\Tasking\Task_CARGO.lua, @C=14186,
|
||||
@K=function, @M=Task_Cargo, @N=onafterArriveAtPickup, @P=Fsm, @F=../../../MOOSE/Moose Development/Moose\Tasking\Task_CARGO.lua, @C=14807,
|
||||
@K=function, @M=Task_Cargo, @N=onafterCancelRouteToPickup, @P=Fsm, @F=../../../MOOSE/Moose Development/Moose\Tasking\Task_CARGO.lua, @C=15336,
|
||||
@K=function, @M=Task_Cargo, @N=onafterRouteToDeploy, @P=Fsm, @F=../../../MOOSE/Moose Development/Moose\Tasking\Task_CARGO.lua, @C=15673,
|
||||
@K=function, @M=Task_Cargo, @N=onafterArriveAtDeploy, @P=Fsm, @F=../../../MOOSE/Moose Development/Moose\Tasking\Task_CARGO.lua, @C=16120,
|
||||
@K=function, @M=Task_Cargo, @N=onafterCancelRouteToDeploy, @P=Fsm, @F=../../../MOOSE/Moose Development/Moose\Tasking\Task_CARGO.lua, @C=16548,
|
||||
@K=function, @M=Task_Cargo, @N=onafterLanded, @P=Fsm, @F=../../../MOOSE/Moose Development/Moose\Tasking\Task_CARGO.lua, @C=17835,
|
||||
@K=function, @M=Task_Cargo, @N=onafterPrepareBoarding, @P=Fsm, @F=../../../MOOSE/Moose Development/Moose\Tasking\Task_CARGO.lua, @C=18601,
|
||||
@K=function, @M=Task_Cargo, @N=onafterBoard, @P=Fsm, @F=../../../MOOSE/Moose Development/Moose\Tasking\Task_CARGO.lua, @C=19061,
|
||||
@K=function, @M=Task_Cargo, @N=onafterBoarded, @P=Fsm, @F=../../../MOOSE/Moose Development/Moose\Tasking\Task_CARGO.lua, @C=20002,
|
||||
@K=function, @M=Task_Cargo, @N=onafterPrepareUnBoarding, @P=Fsm, @F=../../../MOOSE/Moose Development/Moose\Tasking\Task_CARGO.lua, @C=20685,
|
||||
@K=function, @M=Task_Cargo, @N=onafterUnBoard, @P=Fsm, @F=../../../MOOSE/Moose Development/Moose\Tasking\Task_CARGO.lua, @C=21645,
|
||||
@K=function, @M=Task_Cargo, @N=onafterUnBoarded, @P=Fsm, @F=../../../MOOSE/Moose Development/Moose\Tasking\Task_CARGO.lua, @C=22664,
|
||||
@K=function, @M=Designate, @N=OnBeforeLaseOn, @P=DESIGNATE , @F=../../../MOOSE/Moose Development/Moose\Functional\Designate.lua, @C=12214,
|
||||
@K=function, @M=Designate, @N=OnAfterLaseOn, @P=DESIGNATE , @F=../../../MOOSE/Moose Development/Moose\Functional\Designate.lua, @C=12462,
|
||||
@K=function, @M=Designate, @N=LaseOn, @P=DESIGNATE , @F=../../../MOOSE/Moose Development/Moose\Functional\Designate.lua, @C=12683,
|
||||
@K=function, @M=Designate, @N=__LaseOn, @P=DESIGNATE , @F=../../../MOOSE/Moose Development/Moose\Functional\Designate.lua, @C=12806,
|
||||
@K=function, @M=Designate, @N=OnBeforeLaseOff, @P=DESIGNATE , @F=../../../MOOSE/Moose Development/Moose\Functional\Designate.lua, @C=13090,
|
||||
@K=function, @M=Designate, @N=OnAfterLaseOff, @P=DESIGNATE , @F=../../../MOOSE/Moose Development/Moose\Functional\Designate.lua, @C=13340,
|
||||
@K=function, @M=Designate, @N=LaseOff, @P=DESIGNATE , @F=../../../MOOSE/Moose Development/Moose\Functional\Designate.lua, @C=13563,
|
||||
@K=function, @M=Designate, @N=__LaseOff, @P=DESIGNATE , @F=../../../MOOSE/Moose Development/Moose\Functional\Designate.lua, @C=13688,
|
||||
@K=function, @M=Designate, @N=OnBeforeSmoke, @P=DESIGNATE , @F=../../../MOOSE/Moose Development/Moose\Functional\Designate.lua, @C=13902,
|
||||
@K=function, @M=Designate, @N=OnAfterSmoke, @P=DESIGNATE , @F=../../../MOOSE/Moose Development/Moose\Functional\Designate.lua, @C=14148,
|
||||
@K=function, @M=Designate, @N=Smoke, @P=DESIGNATE , @F=../../../MOOSE/Moose Development/Moose\Functional\Designate.lua, @C=14367,
|
||||
@K=function, @M=Designate, @N=__Smoke, @P=DESIGNATE , @F=../../../MOOSE/Moose Development/Moose\Functional\Designate.lua, @C=14488,
|
||||
@K=function, @M=Designate, @N=OnBeforeStatus, @P=DESIGNATE , @F=../../../MOOSE/Moose Development/Moose\Functional\Designate.lua, @C=15574,
|
||||
@K=function, @M=Designate, @N=OnAfterStatus, @P=DESIGNATE , @F=../../../MOOSE/Moose Development/Moose\Functional\Designate.lua, @C=15822,
|
||||
@K=function, @M=Designate, @N=Status, @P=DESIGNATE , @F=../../../MOOSE/Moose Development/Moose\Functional\Designate.lua, @C=16043,
|
||||
@K=function, @M=Designate, @N=__Status, @P=DESIGNATE , @F=../../../MOOSE/Moose Development/Moose\Functional\Designate.lua, @C=16166,
|
||||
|
||||
|
@ -134,22 +134,7 @@
|
||||
|
||||
<hr/>
|
||||
|
||||
<h1><strong>API CHANGE HISTORY</strong></h1>
|
||||
|
||||
<p>The underlying change log documents the API changes. Please read this carefully. The following notation is used:</p>
|
||||
|
||||
<ul>
|
||||
<li><strong>Added</strong> parts are expressed in bold type face.</li>
|
||||
<li><em>Removed</em> parts are expressed in italic type face.</li>
|
||||
</ul>
|
||||
|
||||
<p>Hereby the change log:</p>
|
||||
|
||||
<p>2017-01-15: Initial class and API.</p>
|
||||
|
||||
<hr/>
|
||||
|
||||
<h1><strong>AUTHORS and CONTRIBUTIONS</strong></h1>
|
||||
<h3>Author: <strong>Sven Van de Velde (FlightControl)</strong></h3>
|
||||
|
||||
<h3>Contributions:</h3>
|
||||
|
||||
@ -157,11 +142,7 @@
|
||||
<li><strong><a href="http://forums.eagle.ru:8080/member.php?u=75036">Gunterlund</a></strong>: Test case revision.</li>
|
||||
</ul>
|
||||
|
||||
<h3>Authors:</h3>
|
||||
|
||||
<ul>
|
||||
<li><strong>FlightControl</strong>: Concept, Design & Programming.</li>
|
||||
</ul>
|
||||
<hr/>
|
||||
|
||||
|
||||
<h2>Global(s)</h2>
|
||||
|
||||
@ -100,7 +100,7 @@
|
||||
<div id="content">
|
||||
<h1>Module <code>AI_Balancer</code></h1>
|
||||
|
||||
<p>Single-Player:<strong>No</strong> / Multi-Player:<strong>Yes</strong> / AI:<strong>Yes</strong> / Human:<strong>No</strong> / Types:<strong>All</strong> -- <strong>AI Balancing will replace in multi player missions
|
||||
<p><strong>AI</strong> -- <strong>AI Balancing will replace in multi player missions
|
||||
non-occupied human slots with AI groups, in order to provide an engaging simulation environment,
|
||||
even when there are hardly any players in the mission.</strong></p>
|
||||
|
||||
@ -124,40 +124,17 @@ even when there are hardly any players in the mission.</strong></p>
|
||||
|
||||
<hr/>
|
||||
|
||||
<h1><strong>API CHANGE HISTORY</strong></h1>
|
||||
|
||||
<p>The underlying change log documents the API changes.</p>
|
||||
|
||||
|
||||
<p>Please read this carefully. The following notation is used:</p>
|
||||
|
||||
<ul>
|
||||
<li><strong>Added</strong> parts are expressed in bold type face.</li>
|
||||
<li><em>Removed</em> parts are expressed in italic type face.</li>
|
||||
</ul>
|
||||
|
||||
<p>Hereby the change log:</p>
|
||||
|
||||
<p>2017-01-17: There is still a problem with AI being destroyed, but not respawned. Need to check further upon that.</p>
|
||||
|
||||
<p>2017-01-08: AI_BALANCER:<strong>InitSpawnInterval( Earliest, Latest )</strong> added.</p>
|
||||
|
||||
<hr/>
|
||||
|
||||
<h1><strong>AUTHORS and CONTRIBUTIONS</strong></h1>
|
||||
|
||||
<h3>Author: <strong>Sven Van de Velde (FlightControl)</strong></h3>
|
||||
<h3>Contributions:</h3>
|
||||
|
||||
<ul>
|
||||
<li><strong><a href="https://forums.eagle.ru/member.php?u=112075">Dutch_Baron</a></strong>: Working together with James has resulted in the creation of the AI_BALANCER class. James has shared his ideas on balancing AI with air units, and together we made a first design which you can use now :-)</li>
|
||||
<li><strong>SNAFU</strong>: Had a couple of mails with the guys to validate, if the same concept in the GCI/CAP script could be reworked within MOOSE. None of the script code has been used however within the new AI_BALANCER moose class.</li>
|
||||
<li><strong><a href="https://forums.eagle.ru/member.php?u=112075">Dutch_Baron</a></strong>: Working together with James has resulted in the creation of the AI_BALANCER class.</li>
|
||||
</ul>
|
||||
|
||||
<h3>Authors:</h3>
|
||||
|
||||
<p>James has shared his ideas on balancing AI with air units, and together we made a first design which you can use now :-)</p>
|
||||
|
||||
<ul>
|
||||
<li>FlightControl: Framework Design & Programming and Documentation.</li>
|
||||
</ul>
|
||||
<hr/>
|
||||
|
||||
|
||||
<h2>Global(s)</h2>
|
||||
|
||||
@ -100,7 +100,7 @@
|
||||
<div id="content">
|
||||
<h1>Module <code>AI_Cap</code></h1>
|
||||
|
||||
<p><strong>AI</strong> - <strong>Execute Combat Air Patrol (CAP).</strong></p>
|
||||
<p><strong>AI</strong> -- <strong>Execute Combat Air Patrol (CAP).</strong></p>
|
||||
|
||||
<p><img src="..\Presentations\AI_CAP\Dia1.JPG" alt="Banner Image"/></p>
|
||||
|
||||
@ -134,22 +134,7 @@
|
||||
|
||||
<hr/>
|
||||
|
||||
<h1><strong>API CHANGE HISTORY</strong></h1>
|
||||
|
||||
<p>The underlying change log documents the API changes. Please read this carefully. The following notation is used:</p>
|
||||
|
||||
<ul>
|
||||
<li><strong>Added</strong> parts are expressed in bold type face.</li>
|
||||
<li><em>Removed</em> parts are expressed in italic type face.</li>
|
||||
</ul>
|
||||
|
||||
<p>Hereby the change log:</p>
|
||||
|
||||
<p>2017-01-15: Initial class and API.</p>
|
||||
|
||||
<hr/>
|
||||
|
||||
<h1><strong>AUTHORS and CONTRIBUTIONS</strong></h1>
|
||||
<h3>Author: <strong>Sven Van de Velde (FlightControl)</strong></h3>
|
||||
|
||||
<h3>Contributions:</h3>
|
||||
|
||||
@ -161,11 +146,7 @@
|
||||
<li>**<a href="https://forums.eagle.ru/member.php?u=125166">Delta99</a>: Testing. </li>
|
||||
</ul>
|
||||
|
||||
<h3>Authors:</h3>
|
||||
|
||||
<ul>
|
||||
<li><strong>FlightControl</strong>: Concept, Design & Programming.</li>
|
||||
</ul>
|
||||
<hr/>
|
||||
|
||||
|
||||
<h2>Global(s)</h2>
|
||||
|
||||
@ -134,7 +134,8 @@
|
||||
|
||||
<hr/>
|
||||
|
||||
<h1><strong>AUTHORS and CONTRIBUTIONS</strong></h1>
|
||||
|
||||
<h3>Author: <strong>Sven Van de Velde (FlightControl)</strong></h3>
|
||||
|
||||
<h3>Contributions:</h3>
|
||||
|
||||
@ -144,11 +145,7 @@
|
||||
<li><strong><a href="http://forums.eagle.ru:8080/member.php?u=75036">Gunterlund</a></strong>: Test case revision.</li>
|
||||
</ul>
|
||||
|
||||
<h3>Authors:</h3>
|
||||
|
||||
<ul>
|
||||
<li><strong>FlightControl</strong>: Concept, Design & Programming.</li>
|
||||
</ul>
|
||||
<hr/>
|
||||
|
||||
|
||||
<h2>Global(s)</h2>
|
||||
|
||||
@ -100,7 +100,7 @@
|
||||
<div id="content">
|
||||
<h1>Module <code>AI_Formation</code></h1>
|
||||
|
||||
<p><strong>AI</strong> -- (R2.1) Build large <strong>formations</strong> of AI <a href="Group.html">Group</a>s flying together.</p>
|
||||
<p><strong>AI</strong> -- Build large <strong>formations</strong> of AI <a href="Group.html">Group</a>s flying together.</p>
|
||||
|
||||
|
||||
|
||||
@ -160,16 +160,12 @@ The purpose of the class is to:</p>
|
||||
|
||||
<hr/>
|
||||
|
||||
<h1><strong>AUTHORS and CONTRIBUTIONS</strong></h1>
|
||||
<h3>Author: <strong>Sven Van de Velde (FlightControl)</strong></h3>
|
||||
|
||||
<h3>Contributions:</h3>
|
||||
|
||||
<h3>Authors:</h3>
|
||||
|
||||
<ul>
|
||||
<li><strong>FlightControl</strong>: Concept, Design & Programming.
|
||||
</li>
|
||||
</ul>
|
||||
<hr/>
|
||||
<p> </p>
|
||||
|
||||
<h2>Global(s)</h2>
|
||||
<table class="function_list">
|
||||
|
||||
@ -134,38 +134,7 @@
|
||||
|
||||
<hr/>
|
||||
|
||||
<h1><strong>OPEN ISSUES</strong></h1>
|
||||
|
||||
<p>2017-01-17: When Spawned AI is located at an airbase, it will be routed first back to the airbase after take-off.</p>
|
||||
|
||||
<p>2016-01-17:
|
||||
-- Fixed problem with AI returning to base too early and unexpected.
|
||||
-- ReSpawning of AI will reset the AI_PATROL and derived classes.
|
||||
-- Checked the correct workings of SCHEDULER, and it DOES work correctly.</p>
|
||||
|
||||
<hr/>
|
||||
|
||||
<h1><strong>API CHANGE HISTORY</strong></h1>
|
||||
|
||||
<p>The underlying change log documents the API changes. Please read this carefully. The following notation is used:</p>
|
||||
|
||||
<ul>
|
||||
<li><strong>Added</strong> parts are expressed in bold type face.</li>
|
||||
<li><em>Removed</em> parts are expressed in italic type face.</li>
|
||||
</ul>
|
||||
|
||||
<p>Hereby the change log:</p>
|
||||
|
||||
<p>2017-01-17: Rename of class: <strong>AI_PATROL_ZONE</strong> is the new name for the old <em>AI_PATROLZONE</em>.</p>
|
||||
|
||||
<p>2017-01-15: Complete revision. AI<em>PATROL</em>ZONE is the base class for other AI_PATROL like classes.</p>
|
||||
|
||||
<p>2016-09-01: Initial class and API.</p>
|
||||
|
||||
<hr/>
|
||||
|
||||
<h1><strong>AUTHORS and CONTRIBUTIONS</strong></h1>
|
||||
|
||||
<h3>Author: <strong>Sven Van de Velde (FlightControl)</strong></h3>
|
||||
<h3>Contributions:</h3>
|
||||
|
||||
<ul>
|
||||
@ -173,11 +142,7 @@
|
||||
<li><strong><a href="https://forums.eagle.ru/member.php?u=62835">Pikey</a></strong>: Testing and API concept review.</li>
|
||||
</ul>
|
||||
|
||||
<h3>Authors:</h3>
|
||||
|
||||
<ul>
|
||||
<li><strong>FlightControl</strong>: Design & Programming.</li>
|
||||
</ul>
|
||||
<hr/>
|
||||
|
||||
|
||||
<h2>Global(s)</h2>
|
||||
@ -956,6 +921,9 @@ Use the method <a href="##(AI_PATROL_ZONE).ManageDamage">AI<em>PATROL</em>ZONE.M
|
||||
|
||||
|
||||
|
||||
|
||||
<p> This table contains the targets detected during patrol.</p>
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
|
||||
@ -100,49 +100,17 @@
|
||||
<div id="content">
|
||||
<h1>Module <code>Airbase</code></h1>
|
||||
|
||||
<p>This module contains the AIRBASE classes.</p>
|
||||
<p><strong>Wrapper</strong> -- AIRBASE is a wrapper class to handle the DCS Airbase objects.</p>
|
||||
|
||||
|
||||
|
||||
<hr/>
|
||||
|
||||
<h1>1) <a href="Airbase.html##(AIRBASE)">Airbase#AIRBASE</a> class, extends <a href="Positionable.html##(POSITIONABLE)">Positionable#POSITIONABLE</a></h1>
|
||||
<p>The <a href="AIRBASE.html">AIRBASE</a> class is a wrapper class to handle the DCS Airbase objects:</p>
|
||||
<h3>Author: <strong>Sven Van de Velde (FlightControl)</strong></h3>
|
||||
|
||||
<ul>
|
||||
<li>Support all DCS Airbase APIs.</li>
|
||||
<li>Enhance with Airbase specific APIs not in the DCS Airbase API set.</li>
|
||||
</ul>
|
||||
<h3>Contributions:</h3>
|
||||
|
||||
|
||||
<h2>1.1) AIRBASE reference methods</h2>
|
||||
<p>For each DCS Airbase object alive within a running mission, a AIRBASE wrapper object (instance) will be created within the _<a href="DATABASE.html">DATABASE</a> object.
|
||||
This is done at the beginning of the mission (when the mission starts).</p>
|
||||
|
||||
<p>The AIRBASE class <strong>does not contain a :New()</strong> method, rather it provides <strong>:Find()</strong> methods to retrieve the object reference
|
||||
using the DCS Airbase or the DCS AirbaseName.</p>
|
||||
|
||||
<p>Another thing to know is that AIRBASE objects do not "contain" the DCS Airbase object.
|
||||
The AIRBASE methods will reference the DCS Airbase object by name when it is needed during API execution.
|
||||
If the DCS Airbase object does not exist or is nil, the AIRBASE methods will return nil and log an exception in the DCS.log file.</p>
|
||||
|
||||
<p>The AIRBASE class provides the following functions to retrieve quickly the relevant AIRBASE instance:</p>
|
||||
|
||||
<ul>
|
||||
<li><a href="##(AIRBASE).Find">AIRBASE.Find</a>(): Find a AIRBASE instance from the _DATABASE object using a DCS Airbase object.</li>
|
||||
<li><a href="##(AIRBASE).FindByName">AIRBASE.FindByName</a>(): Find a AIRBASE instance from the _DATABASE object using a DCS Airbase name.</li>
|
||||
</ul>
|
||||
|
||||
<p>IMPORTANT: ONE SHOULD NEVER SANATIZE these AIRBASE OBJECT REFERENCES! (make the AIRBASE object references nil).</p>
|
||||
|
||||
<h2>1.2) DCS AIRBASE APIs</h2>
|
||||
<p>The DCS Airbase APIs are used extensively within MOOSE. The AIRBASE class has for each DCS Airbase API a corresponding method.
|
||||
To be able to distinguish easily in your code the difference between a AIRBASE API call and a DCS Airbase API call,
|
||||
the first letter of the method is also capitalized. So, by example, the DCS Airbase method <a href="DCSWrapper.Airbase.html##(Airbase).getName">DCSWrapper.Airbase#Airbase.getName</a>()
|
||||
is implemented in the AIRBASE class as <a href="##(AIRBASE).GetName">AIRBASE.GetName</a>().</p>
|
||||
|
||||
<h2>More functions will be added</h2>
|
||||
<p>During the MOOSE development, more functions will be added. </p>
|
||||
<hr/>
|
||||
|
||||
|
||||
<h2>Global(s)</h2>
|
||||
@ -150,25 +118,19 @@ is implemented in the AIRBASE class as <a href="##(AIRBASE).GetName">AIRBASE.Get
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="#AIRBASE">AIRBASE</a></td>
|
||||
<td class="summary">
|
||||
<h1>AIRBASE class, extends <a href="Positionable.html##(POSITIONABLE)">Positionable#POSITIONABLE</a></h1>
|
||||
|
||||
<p>AIRBASE is a wrapper class to handle the DCS Airbase objects:</p>
|
||||
|
||||
<ul>
|
||||
<li>Support all DCS Airbase APIs.</li>
|
||||
</ul>
|
||||
</td>
|
||||
</tr>
|
||||
</table>
|
||||
<h2><a id="#(AIRBASE)">Type <code>AIRBASE</code></a></h2>
|
||||
<table class="function_list">
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(AIRBASE).CategoryName">AIRBASE.CategoryName</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(AIRBASE).ClassName">AIRBASE.ClassName</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(AIRBASE).Find">AIRBASE:Find(DCSAirbase)</a></td>
|
||||
<td class="summary">
|
||||
<p>Finds a AIRBASE from the _DATABASE using a DCSAirbase object.</p>
|
||||
@ -205,6 +167,46 @@ is implemented in the AIRBASE class as <a href="##(AIRBASE).GetName">AIRBASE.Get
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<h1>AIRBASE class, extends <a href="Positionable.html##(POSITIONABLE)">Positionable#POSITIONABLE</a></h1>
|
||||
|
||||
<p>AIRBASE is a wrapper class to handle the DCS Airbase objects:</p>
|
||||
|
||||
<ul>
|
||||
<li>Support all DCS Airbase APIs.</li>
|
||||
</ul>
|
||||
|
||||
|
||||
<ul>
|
||||
<li>Enhance with Airbase specific APIs not in the DCS Airbase API set.</li>
|
||||
</ul>
|
||||
|
||||
<h2>AIRBASE reference methods</h2>
|
||||
|
||||
<p>For each DCS Airbase object alive within a running mission, a AIRBASE wrapper object (instance) will be created within the _<a href="DATABASE.html">DATABASE</a> object.
|
||||
This is done at the beginning of the mission (when the mission starts).</p>
|
||||
|
||||
<p>The AIRBASE class <strong>does not contain a :New()</strong> method, rather it provides <strong>:Find()</strong> methods to retrieve the object reference
|
||||
using the DCS Airbase or the DCS AirbaseName.</p>
|
||||
|
||||
<p>Another thing to know is that AIRBASE objects do not "contain" the DCS Airbase object.
|
||||
The AIRBASE methods will reference the DCS Airbase object by name when it is needed during API execution.
|
||||
If the DCS Airbase object does not exist or is nil, the AIRBASE methods will return nil and log an exception in the DCS.log file.</p>
|
||||
|
||||
<p>The AIRBASE class provides the following functions to retrieve quickly the relevant AIRBASE instance:</p>
|
||||
|
||||
<ul>
|
||||
<li><a href="##(AIRBASE).Find">AIRBASE.Find</a>(): Find a AIRBASE instance from the _DATABASE object using a DCS Airbase object.</li>
|
||||
<li><a href="##(AIRBASE).FindByName">AIRBASE.FindByName</a>(): Find a AIRBASE instance from the _DATABASE object using a DCS Airbase name.</li>
|
||||
</ul>
|
||||
|
||||
<p>IMPORTANT: ONE SHOULD NEVER SANATIZE these AIRBASE OBJECT REFERENCES! (make the AIRBASE object references nil).</p>
|
||||
|
||||
<h2>DCS Airbase APIs</h2>
|
||||
|
||||
<p>The DCS Airbase APIs are used extensively within MOOSE. The AIRBASE class has for each DCS Airbase API a corresponding method.
|
||||
To be able to distinguish easily in your code the difference between a AIRBASE API call and a DCS Airbase API call,
|
||||
the first letter of the method is also capitalized. So, by example, the DCS Airbase method <a href="DCSWrapper.Airbase.html##(Airbase).getName">DCSWrapper.Airbase#Airbase.getName</a>()
|
||||
is implemented in the AIRBASE class as <a href="##(AIRBASE).GetName">AIRBASE.GetName</a>().</p>
|
||||
|
||||
|
||||
</dd>
|
||||
@ -212,38 +214,7 @@ is implemented in the AIRBASE class as <a href="##(AIRBASE).GetName">AIRBASE.Get
|
||||
<h2><a id="#(Airbase)" >Type <code>Airbase</code></a></h2>
|
||||
|
||||
<h2><a id="#(AIRBASE)" >Type <code>AIRBASE</code></a></h2>
|
||||
|
||||
<p>The AIRBASE class</p>
|
||||
|
||||
<h3>Field(s)</h3>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em></em>
|
||||
<a id="#(AIRBASE).CategoryName" >
|
||||
<strong>AIRBASE.CategoryName</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em>#string</em>
|
||||
<a id="#(AIRBASE).ClassName" >
|
||||
<strong>AIRBASE.ClassName</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<h3>Field(s)</h3>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
|
||||
@ -100,7 +100,7 @@
|
||||
<div id="content">
|
||||
<h1>Module <code>AirbasePolice</code></h1>
|
||||
|
||||
<p>This module contains the AIRBASEPOLICE classes.</p>
|
||||
<p><strong>Functional</strong> -- This module monitors airbases traffic.</p>
|
||||
|
||||
|
||||
|
||||
|
||||
@ -100,7 +100,7 @@
|
||||
<div id="content">
|
||||
<h1>Module <code>Base</code></h1>
|
||||
|
||||
<p><strong>Core</strong> - BASE forms <strong>the basis of the MOOSE framework</strong>.</p>
|
||||
<p><strong>Core</strong> -- BASE forms <strong>the basis of the MOOSE framework</strong>.</p>
|
||||
|
||||
|
||||
<p>Each class within the MOOSE framework derives from BASE.</p>
|
||||
@ -113,35 +113,10 @@
|
||||
|
||||
<hr/>
|
||||
|
||||
<h1><strong>API CHANGE HISTORY</strong></h1>
|
||||
|
||||
<p>The underlying change log documents the API changes. Please read this carefully. The following notation is used:</p>
|
||||
|
||||
<ul>
|
||||
<li><strong>Added</strong> parts are expressed in bold type face.</li>
|
||||
<li><em>Removed</em> parts are expressed in italic type face.</li>
|
||||
</ul>
|
||||
|
||||
<p>YYYY-MM-DD: CLASS:<strong>NewFunction</strong>( Params ) replaces CLASS:<em>OldFunction</em>( Params )
|
||||
YYYY-MM-DD: CLASS:<strong>NewFunction( Params )</strong> added</p>
|
||||
|
||||
<p>Hereby the change log:</p>
|
||||
|
||||
<hr/>
|
||||
|
||||
<h1><strong>AUTHORS and CONTRIBUTIONS</strong></h1>
|
||||
|
||||
<h3>Author: <strong>Sven Van de Velde (FlightControl)</strong></h3>
|
||||
<h3>Contributions:</h3>
|
||||
|
||||
<ul>
|
||||
<li>None.</li>
|
||||
</ul>
|
||||
|
||||
<h3>Authors:</h3>
|
||||
|
||||
<ul>
|
||||
<li><strong>FlightControl</strong>: Design & Programming</li>
|
||||
</ul>
|
||||
<hr/>
|
||||
|
||||
|
||||
<h2>Global(s)</h2>
|
||||
|
||||
@ -100,7 +100,7 @@
|
||||
<div id="content">
|
||||
<h1>Module <code>Cargo</code></h1>
|
||||
|
||||
<p><strong>(R2.1) Core</strong> -- Management of CARGO logistics, that can be transported from and to transportation carriers.</p>
|
||||
<p><strong>Core</strong> -- Management of CARGO logistics, that can be transported from and to transportation carriers.</p>
|
||||
|
||||
|
||||
|
||||
@ -115,6 +115,8 @@
|
||||
<li>CARGO_GROUP, represented by a <a href="Group.html">Group</a>. A CARGO_GROUP is reportable...</li>
|
||||
</ul>
|
||||
|
||||
<p>This module is still under construction, but is described above works already, and will keep working ...</p>
|
||||
|
||||
<hr/>
|
||||
|
||||
<h1>Demo Missions</h1>
|
||||
@ -133,7 +135,10 @@
|
||||
|
||||
<hr/>
|
||||
|
||||
<p>This module is still under construction, but is described above works already, and will keep working ...</p>
|
||||
<h3>Author: <strong>Sven Van de Velde (FlightControl)</strong></h3>
|
||||
<h3>Contributions:</h3>
|
||||
|
||||
<hr/>
|
||||
|
||||
|
||||
<h2>Global(s)</h2>
|
||||
@ -3049,7 +3054,6 @@ The range till cargo will board.</p>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em>#number</em>
|
||||
<a id="#(CARGO_UNIT).RunCount" >
|
||||
<strong>CARGO_UNIT.RunCount</strong>
|
||||
</a>
|
||||
|
||||
@ -100,11 +100,13 @@
|
||||
<div id="content">
|
||||
<h1>Module <code>CleanUp</code></h1>
|
||||
|
||||
<p>The CLEANUP class keeps an area clean of crashing or colliding airplanes.</p>
|
||||
<p><strong>Functional</strong> -- The CLEANUP class keeps an area clean of crashing or colliding airplanes.</p>
|
||||
|
||||
|
||||
<p>It also prevents airplanes from firing within this area.</p>
|
||||
|
||||
<hr/>
|
||||
|
||||
<h2>Global(s)</h2>
|
||||
<table class="function_list">
|
||||
<tr>
|
||||
|
||||
@ -100,45 +100,17 @@
|
||||
<div id="content">
|
||||
<h1>Module <code>Client</code></h1>
|
||||
|
||||
<p>This module contains the CLIENT class.</p>
|
||||
<p><strong>Wrapper</strong> -- CLIENT wraps DCS Unit objects acting as a <strong>Client</strong> or <strong>Player</strong> within a mission.</p>
|
||||
|
||||
|
||||
|
||||
<h1>1) <a href="Client.html##(CLIENT)">Client#CLIENT</a> class, extends <a href="Unit.html##(UNIT)">Unit#UNIT</a></h1>
|
||||
<p>Clients are those <strong>Units</strong> defined within the Mission Editor that have the skillset defined as <strong>Client</strong> or <strong>Player</strong>.
|
||||
Note that clients are NOT the same as Units, they are NOT necessarily alive.
|
||||
The <a href="Client.html##(CLIENT)">Client#CLIENT</a> class is a wrapper class to handle the DCS Unit objects that have the skillset defined as <strong>Client</strong> or <strong>Player</strong>:</p>
|
||||
<hr/>
|
||||
|
||||
<ul>
|
||||
<li>Wraps the DCS Unit objects with skill level set to Player or Client.</li>
|
||||
<li>Support all DCS Unit APIs.</li>
|
||||
<li>Enhance with Unit specific APIs not in the DCS Group API set.</li>
|
||||
<li>When player joins Unit, execute alive init logic.</li>
|
||||
<li>Handles messages to players.</li>
|
||||
<li>Manage the "state" of the DCS Unit.</li>
|
||||
</ul>
|
||||
<h3>Author: <strong>Sven Van de Velde (FlightControl)</strong></h3>
|
||||
|
||||
<p>Clients are being used by the <a href="MISSION.html">MISSION</a> class to follow players and register their successes.</p>
|
||||
<h3>Contributions:</h3>
|
||||
|
||||
<h2>1.1) CLIENT reference methods</h2>
|
||||
<p>For each DCS Unit having skill level Player or Client, a CLIENT wrapper object (instance) will be created within the _<a href="DATABASE.html">DATABASE</a> object.
|
||||
This is done at the beginning of the mission (when the mission starts).</p>
|
||||
|
||||
<p>The CLIENT class does not contain a :New() method, rather it provides :Find() methods to retrieve the object reference
|
||||
using the DCS Unit or the DCS UnitName.</p>
|
||||
|
||||
<p>Another thing to know is that CLIENT objects do not "contain" the DCS Unit object.
|
||||
The CLIENT methods will reference the DCS Unit object by name when it is needed during API execution.
|
||||
If the DCS Unit object does not exist or is nil, the CLIENT methods will return nil and log an exception in the DCS.log file.</p>
|
||||
|
||||
<p>The CLIENT class provides the following functions to retrieve quickly the relevant CLIENT instance:</p>
|
||||
|
||||
<ul>
|
||||
<li><a href="##(CLIENT).Find">CLIENT.Find</a>(): Find a CLIENT instance from the _DATABASE object using a DCS Unit object.</li>
|
||||
<li><a href="##(CLIENT).FindByName">CLIENT.FindByName</a>(): Find a CLIENT instance from the _DATABASE object using a DCS Unit name.</li>
|
||||
</ul>
|
||||
|
||||
<p>IMPORTANT: ONE SHOULD NEVER SANATIZE these CLIENT OBJECT REFERENCES! (make the CLIENT object references nil).</p>
|
||||
<hr/>
|
||||
|
||||
|
||||
<h2>Global(s)</h2>
|
||||
@ -146,7 +118,9 @@ If the DCS Unit object does not exist or is nil, the CLIENT methods will return
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="#CLIENT">CLIENT</a></td>
|
||||
<td class="summary">
|
||||
<h1>CLIENT class, extends <a href="Unit.html##(UNIT)">Unit#UNIT</a></h1>
|
||||
|
||||
<p>Clients are those <strong>Units</strong> defined within the Mission Editor that have the skillset defined as <strong>Client</strong> or <strong>Player</strong>.</p>
|
||||
</td>
|
||||
</tr>
|
||||
</table>
|
||||
@ -162,18 +136,6 @@ If the DCS Unit object does not exist or is nil, the CLIENT methods will return
|
||||
<td class="name" nowrap="nowrap"><a href="##(CLIENT).Alive">CLIENT:Alive(CallBackFunction, ...)</a></td>
|
||||
<td class="summary">
|
||||
<p>Checks for a client alive event and calls a function on a continuous basis.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(CLIENT).ClassName">CLIENT.ClassName</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(CLIENT).ClientAlive">CLIENT.ClientAlive</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
@ -216,12 +178,6 @@ If the DCS Unit object does not exist or is nil, the CLIENT methods will return
|
||||
<td class="name" nowrap="nowrap"><a href="##(CLIENT).ClientGroupUnit">CLIENT.ClientGroupUnit</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(CLIENT).ClientName">CLIENT.ClientName</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
@ -294,18 +250,6 @@ If the DCS Unit object does not exist or is nil, the CLIENT methods will return
|
||||
<td class="name" nowrap="nowrap"><a href="##(CLIENT).Message">CLIENT:Message(Message, MessageDuration, MessageCategory, MessageInterval, MessageID)</a></td>
|
||||
<td class="summary">
|
||||
<p>The main message driver for the CLIENT.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(CLIENT).Messages">CLIENT.Messages</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(CLIENT).ONBOARDSIDE">CLIENT.ONBOARDSIDE</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
@ -360,12 +304,6 @@ If the DCS Unit object does not exist or is nil, the CLIENT methods will return
|
||||
<td class="name" nowrap="nowrap"><a href="##(CLIENT)._Menus">CLIENT._Menus</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(CLIENT)._Tasks">CLIENT._Tasks</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
</table>
|
||||
@ -381,6 +319,45 @@ If the DCS Unit object does not exist or is nil, the CLIENT methods will return
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<h1>CLIENT class, extends <a href="Unit.html##(UNIT)">Unit#UNIT</a></h1>
|
||||
|
||||
<p>Clients are those <strong>Units</strong> defined within the Mission Editor that have the skillset defined as <strong>Client</strong> or <strong>Player</strong>.</p>
|
||||
|
||||
|
||||
<p>Note that clients are NOT the same as Units, they are NOT necessarily alive.
|
||||
The CLIENT class is a wrapper class to handle the DCS Unit objects that have the skillset defined as <strong>Client</strong> or <strong>Player</strong>:</p>
|
||||
|
||||
<ul>
|
||||
<li>Wraps the DCS Unit objects with skill level set to Player or Client.</li>
|
||||
<li>Support all DCS Unit APIs.</li>
|
||||
<li>Enhance with Unit specific APIs not in the DCS Group API set.</li>
|
||||
<li>When player joins Unit, execute alive init logic.</li>
|
||||
<li>Handles messages to players.</li>
|
||||
<li>Manage the "state" of the DCS Unit.</li>
|
||||
</ul>
|
||||
|
||||
<p>Clients are being used by the <a href="MISSION.html">MISSION</a> class to follow players and register their successes.</p>
|
||||
|
||||
<h2>CLIENT reference methods</h2>
|
||||
|
||||
<p>For each DCS Unit having skill level Player or Client, a CLIENT wrapper object (instance) will be created within the _<a href="DATABASE.html">DATABASE</a> object.
|
||||
This is done at the beginning of the mission (when the mission starts).</p>
|
||||
|
||||
<p>The CLIENT class does not contain a :New() method, rather it provides :Find() methods to retrieve the object reference
|
||||
using the DCS Unit or the DCS UnitName.</p>
|
||||
|
||||
<p>Another thing to know is that CLIENT objects do not "contain" the DCS Unit object.
|
||||
The CLIENT methods will reference the DCS Unit object by name when it is needed during API execution.
|
||||
If the DCS Unit object does not exist or is nil, the CLIENT methods will return nil and log an exception in the DCS.log file.</p>
|
||||
|
||||
<p>The CLIENT class provides the following functions to retrieve quickly the relevant CLIENT instance:</p>
|
||||
|
||||
<ul>
|
||||
<li><a href="##(CLIENT).Find">CLIENT.Find</a>(): Find a CLIENT instance from the _DATABASE object using a DCS Unit object.</li>
|
||||
<li><a href="##(CLIENT).FindByName">CLIENT.FindByName</a>(): Find a CLIENT instance from the _DATABASE object using a DCS Unit name.</li>
|
||||
</ul>
|
||||
|
||||
<p><strong>IMPORTANT: ONE SHOULD NEVER SANATIZE these CLIENT OBJECT REFERENCES! (make the CLIENT object references nil).</strong></p>
|
||||
|
||||
|
||||
</dd>
|
||||
@ -449,34 +426,6 @@ Create a function that will be called when a player joins the slot.</p>
|
||||
<p><em><a href="##(CLIENT)">#CLIENT</a>:</em></p>
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em>#string</em>
|
||||
<a id="#(CLIENT).ClassName" >
|
||||
<strong>CLIENT.ClassName</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em>#boolean</em>
|
||||
<a id="#(CLIENT).ClientAlive" >
|
||||
<strong>CLIENT.ClientAlive</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
@ -574,19 +523,6 @@ Create a function that will be called when a player joins the slot.</p>
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(CLIENT).ClientName" >
|
||||
<strong>CLIENT.ClientName</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
@ -899,34 +835,6 @@ is the identifier of the message when displayed with intervals.</p>
|
||||
|
||||
</li>
|
||||
</ul>
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em></em>
|
||||
<a id="#(CLIENT).Messages" >
|
||||
<strong>CLIENT.Messages</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em></em>
|
||||
<a id="#(CLIENT).ONBOARDSIDE" >
|
||||
<strong>CLIENT.ONBOARDSIDE</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
@ -1111,20 +1019,6 @@ self</p>
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em></em>
|
||||
<a id="#(CLIENT)._Tasks" >
|
||||
<strong>CLIENT._Tasks</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
|
||||
|
||||
@ -100,11 +100,20 @@
|
||||
<div id="content">
|
||||
<h1>Module <code>CommandCenter</code></h1>
|
||||
|
||||
<p>A COMMANDCENTER is the owner of multiple missions within MOOSE.</p>
|
||||
<p><strong>Tasking</strong> -- A COMMANDCENTER is the owner of multiple missions within MOOSE.</p>
|
||||
|
||||
|
||||
<p>A COMMANDCENTER governs multiple missions, the tasking and the reporting.</p>
|
||||
|
||||
<hr/>
|
||||
|
||||
<h3>Author: <strong>Sven Van de Velde (FlightControl)</strong></h3>
|
||||
|
||||
<h3>Contributions:</h3>
|
||||
|
||||
<hr/>
|
||||
|
||||
|
||||
<h2>Global(s)</h2>
|
||||
<table class="function_list">
|
||||
<tr>
|
||||
@ -387,7 +396,6 @@ A few examples:</p>
|
||||
This is done by using the method <a href="##(COMMANDCENTER).SetReferenceZones">COMMANDCENTER.SetReferenceZones</a>().
|
||||
For the moment, only one Reference Zone class can be specified, but in the future, more classes will become possible.</p>
|
||||
|
||||
<p> </p>
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
|
||||
@ -100,146 +100,15 @@
|
||||
<div id="content">
|
||||
<h1>Module <code>Controllable</code></h1>
|
||||
|
||||
<p>This module contains the CONTROLLABLE class.</p>
|
||||
<p><strong>Wrapper</strong> -- CONTROLLABLE is an intermediate class wrapping Group and Unit classes "controllers".</p>
|
||||
|
||||
|
||||
|
||||
<h1>1) <a href="Controllable.html##(CONTROLLABLE)">Controllable#CONTROLLABLE</a> class, extends <a href="Positionable.html##(POSITIONABLE)">Positionable#POSITIONABLE</a></h1>
|
||||
<p>The <a href="Controllable.html##(CONTROLLABLE)">Controllable#CONTROLLABLE</a> class is a wrapper class to handle the DCS Controllable objects:</p>
|
||||
<hr/>
|
||||
|
||||
<ul>
|
||||
<li>Support all DCS Controllable APIs.</li>
|
||||
<li>Enhance with Controllable specific APIs not in the DCS Controllable API set.</li>
|
||||
<li>Handle local Controllable Controller.</li>
|
||||
<li>Manage the "state" of the DCS Controllable.</li>
|
||||
</ul>
|
||||
<h3>Author: <strong>Sven Van de Velde (FlightControl)</strong></h3>
|
||||
|
||||
<h2>1.1) CONTROLLABLE constructor</h2>
|
||||
<p>The CONTROLLABLE class provides the following functions to construct a CONTROLLABLE instance:</p>
|
||||
|
||||
<ul>
|
||||
<li><a href="##(CONTROLLABLE).New">CONTROLLABLE.New</a>(): Create a CONTROLLABLE instance.</li>
|
||||
</ul>
|
||||
|
||||
<h2>1.2) CONTROLLABLE task methods</h2>
|
||||
<p>Several controllable task methods are available that help you to prepare tasks.
|
||||
These methods return a string consisting of the task description, which can then be given to either a <a href="Controllable.html##(CONTROLLABLE).PushTask">Controllable#CONTROLLABLE.PushTask</a> or <a href="Controllable.html##(SetTask)">Controllable#SetTask</a> method to assign the task to the CONTROLLABLE.
|
||||
Tasks are specific for the category of the CONTROLLABLE, more specific, for AIR, GROUND or AIR and GROUND.
|
||||
Each task description where applicable indicates for which controllable category the task is valid.
|
||||
There are 2 main subdivisions of tasks: Assigned tasks and EnRoute tasks.</p>
|
||||
|
||||
<h3>1.2.1) Assigned task methods</h3>
|
||||
|
||||
<p>Assigned task methods make the controllable execute the task where the location of the (possible) targets of the task are known before being detected.
|
||||
This is different from the EnRoute tasks, where the targets of the task need to be detected before the task can be executed.</p>
|
||||
|
||||
<p>Find below a list of the <strong>assigned task</strong> methods:</p>
|
||||
|
||||
<ul>
|
||||
<li><a href="##(CONTROLLABLE).TaskAttackGroup">CONTROLLABLE.TaskAttackGroup</a>: (AIR) Attack a Controllable.</li>
|
||||
<li><a href="##(CONTROLLABLE).TaskAttackMapObject">CONTROLLABLE.TaskAttackMapObject</a>: (AIR) Attacking the map object (building, structure, e.t.c).</li>
|
||||
<li><a href="##(CONTROLLABLE).TaskAttackUnit">CONTROLLABLE.TaskAttackUnit</a>: (AIR) Attack the Unit.</li>
|
||||
<li><a href="##(CONTROLLABLE).TaskBombing">CONTROLLABLE.TaskBombing</a>: (AIR) Delivering weapon at the point on the ground.</li>
|
||||
<li><a href="##(CONTROLLABLE).TaskBombingRunway">CONTROLLABLE.TaskBombingRunway</a>: (AIR) Delivering weapon on the runway.</li>
|
||||
<li><a href="##(CONTROLLABLE).TaskEmbarking">CONTROLLABLE.TaskEmbarking</a>: (AIR) Move the controllable to a Vec2 Point, wait for a defined duration and embark a controllable.</li>
|
||||
<li><a href="##(CONTROLLABLE).TaskEmbarkToTransport">CONTROLLABLE.TaskEmbarkToTransport</a>: (GROUND) Embark to a Transport landed at a location.</li>
|
||||
<li><a href="##(CONTROLLABLE).TaskEscort">CONTROLLABLE.TaskEscort</a>: (AIR) Escort another airborne controllable. </li>
|
||||
<li><a href="##(CONTROLLABLE).TaskFAC_AttackGroup">CONTROLLABLE.TaskFAC_AttackGroup</a>: (AIR + GROUND) The task makes the controllable/unit a FAC and orders the FAC to control the target (enemy ground controllable) destruction.</li>
|
||||
<li><a href="##(CONTROLLABLE).TaskFireAtPoint">CONTROLLABLE.TaskFireAtPoint</a>: (GROUND) Fire some or all ammunition at a VEC2 point.</li>
|
||||
<li><a href="##(CONTROLLABLE).TaskFollow">CONTROLLABLE.TaskFollow</a>: (AIR) Following another airborne controllable.</li>
|
||||
<li><a href="##(CONTROLLABLE).TaskHold">CONTROLLABLE.TaskHold</a>: (GROUND) Hold ground controllable from moving.</li>
|
||||
<li><a href="##(CONTROLLABLE).TaskHoldPosition">CONTROLLABLE.TaskHoldPosition</a>: (AIR) Hold position at the current position of the first unit of the controllable.</li>
|
||||
<li><a href="##(CONTROLLABLE).TaskLand">CONTROLLABLE.TaskLand</a>: (AIR HELICOPTER) Landing at the ground. For helicopters only.</li>
|
||||
<li><a href="##(CONTROLLABLE).TaskLandAtZone">CONTROLLABLE.TaskLandAtZone</a>: (AIR) Land the controllable at a <a href="##(CONTROLLABLE).TaskOrbitCircle">CONTROLLABLE.TaskOrbitCircle</a>: (AIR) Orbit at the current position of the first unit of the controllable at a specified alititude.</li>
|
||||
<li><a href="##(CONTROLLABLE).TaskOrbitCircleAtVec2">CONTROLLABLE.TaskOrbitCircleAtVec2</a>: (AIR) Orbit at a specified position at a specified alititude during a specified duration with a specified speed.</li>
|
||||
<li><a href="##(CONTROLLABLE).TaskRefueling">CONTROLLABLE.TaskRefueling</a>: (AIR) Refueling from the nearest tanker. No parameters.</li>
|
||||
<li><a href="##(CONTROLLABLE).TaskRoute">CONTROLLABLE.TaskRoute</a>: (AIR + GROUND) Return a Misson task to follow a given route defined by Points.</li>
|
||||
<li><a href="##(CONTROLLABLE).TaskRouteToVec2">CONTROLLABLE.TaskRouteToVec2</a>: (AIR + GROUND) Make the Controllable move to a given point.</li>
|
||||
<li><a href="##(CONTROLLABLE).TaskRouteToVec3">CONTROLLABLE.TaskRouteToVec3</a>: (AIR + GROUND) Make the Controllable move to a given point.</li>
|
||||
<li><a href="##(CONTROLLABLE).TaskRouteToZone">CONTROLLABLE.TaskRouteToZone</a>: (AIR + GROUND) Route the controllable to a given zone.</li>
|
||||
<li><a href="##(CONTROLLABLE).TaskReturnToBase">CONTROLLABLE.TaskReturnToBase</a>: (AIR) Route the controllable to an airbase.</li>
|
||||
</ul>
|
||||
|
||||
<h3>1.2.2) EnRoute task methods</h3>
|
||||
|
||||
<p>EnRoute tasks require the targets of the task need to be detected by the controllable (using its sensors) before the task can be executed:</p>
|
||||
|
||||
<ul>
|
||||
<li><a href="##(CONTROLLABLE).EnRouteTaskAWACS">CONTROLLABLE.EnRouteTaskAWACS</a>: (AIR) Aircraft will act as an AWACS for friendly units (will provide them with information about contacts). No parameters.</li>
|
||||
<li><a href="##(CONTROLLABLE).EnRouteTaskEngageControllable">CONTROLLABLE.EnRouteTaskEngageControllable</a>: (AIR) Engaging a controllable. The task does not assign the target controllable to the unit/controllable to attack now; it just allows the unit/controllable to engage the target controllable as well as other assigned targets.</li>
|
||||
<li><a href="##(CONTROLLABLE).EnRouteTaskEngageTargets">CONTROLLABLE.EnRouteTaskEngageTargets</a>: (AIR) Engaging targets of defined types.</li>
|
||||
<li><a href="##(CONTROLLABLE).EnRouteTaskEngageTargetsInZone">CONTROLLABLE.EnRouteTaskEngageTargetsInZone</a>: (AIR) Engaging a targets of defined types at circle-shaped zone.</li>
|
||||
<li><a href="##(CONTROLLABLE).EnRouteTaskEWR">CONTROLLABLE.EnRouteTaskEWR</a>: (AIR) Attack the Unit.</li>
|
||||
<li><a href="##(CONTROLLABLE).EnRouteTaskFAC">CONTROLLABLE.EnRouteTaskFAC</a>: (AIR + GROUND) The task makes the controllable/unit a FAC and lets the FAC to choose a targets (enemy ground controllable) around as well as other assigned targets.</li>
|
||||
<li><a href="##(CONTROLLABLE).EnRouteTaskFAC_EngageControllable">CONTROLLABLE.EnRouteTaskFAC_EngageControllable</a>: (AIR + GROUND) The task makes the controllable/unit a FAC and lets the FAC to choose the target (enemy ground controllable) as well as other assigned targets.</li>
|
||||
<li><a href="##(CONTROLLABLE).EnRouteTaskTanker">CONTROLLABLE.EnRouteTaskTanker</a>: (AIR) Aircraft will act as a tanker for friendly units. No parameters.</li>
|
||||
</ul>
|
||||
|
||||
<h3>1.2.3) Preparation task methods</h3>
|
||||
|
||||
<p>There are certain task methods that allow to tailor the task behaviour:</p>
|
||||
|
||||
<ul>
|
||||
<li><a href="##(CONTROLLABLE).TaskWrappedAction">CONTROLLABLE.TaskWrappedAction</a>: Return a WrappedAction Task taking a Command.</li>
|
||||
<li><a href="##(CONTROLLABLE).TaskCombo">CONTROLLABLE.TaskCombo</a>: Return a Combo Task taking an array of Tasks.</li>
|
||||
<li><a href="##(CONTROLLABLE).TaskCondition">CONTROLLABLE.TaskCondition</a>: Return a condition section for a controlled task.</li>
|
||||
<li><a href="##(CONTROLLABLE).TaskControlled">CONTROLLABLE.TaskControlled</a>: Return a Controlled Task taking a Task and a TaskCondition.</li>
|
||||
</ul>
|
||||
|
||||
<h3>1.2.4) Obtain the mission from controllable templates</h3>
|
||||
|
||||
<p>Controllable templates contain complete mission descriptions. Sometimes you want to copy a complete mission from a controllable and assign it to another:</p>
|
||||
|
||||
<ul>
|
||||
<li><a href="##(CONTROLLABLE).TaskMission">CONTROLLABLE.TaskMission</a>: (AIR + GROUND) Return a mission task from a mission template.</li>
|
||||
</ul>
|
||||
|
||||
<h2>1.3) CONTROLLABLE Command methods</h2>
|
||||
<p>Controllable <strong>command methods</strong> prepare the execution of commands using the <a href="##(CONTROLLABLE).SetCommand">CONTROLLABLE.SetCommand</a> method:</p>
|
||||
|
||||
<ul>
|
||||
<li><a href="##(CONTROLLABLE).CommandDoScript">CONTROLLABLE.CommandDoScript</a>: Do Script command.</li>
|
||||
<li><a href="##(CONTROLLABLE).CommandSwitchWayPoint">CONTROLLABLE.CommandSwitchWayPoint</a>: Perform a switch waypoint command.</li>
|
||||
</ul>
|
||||
|
||||
<h2>1.4) CONTROLLABLE Option methods</h2>
|
||||
<p>Controllable <strong>Option methods</strong> change the behaviour of the Controllable while being alive.</p>
|
||||
|
||||
<h3>1.4.1) Rule of Engagement:</h3>
|
||||
|
||||
<ul>
|
||||
<li><a href="##(CONTROLLABLE).OptionROEWeaponFree">CONTROLLABLE.OptionROEWeaponFree</a> </li>
|
||||
<li><a href="##(CONTROLLABLE).OptionROEOpenFire">CONTROLLABLE.OptionROEOpenFire</a></li>
|
||||
<li><a href="##(CONTROLLABLE).OptionROEReturnFire">CONTROLLABLE.OptionROEReturnFire</a></li>
|
||||
<li><a href="##(CONTROLLABLE).OptionROEEvadeFire">CONTROLLABLE.OptionROEEvadeFire</a></li>
|
||||
</ul>
|
||||
|
||||
<p>To check whether an ROE option is valid for a specific controllable, use:</p>
|
||||
|
||||
<ul>
|
||||
<li><a href="##(CONTROLLABLE).OptionROEWeaponFreePossible">CONTROLLABLE.OptionROEWeaponFreePossible</a> </li>
|
||||
<li><a href="##(CONTROLLABLE).OptionROEOpenFirePossible">CONTROLLABLE.OptionROEOpenFirePossible</a></li>
|
||||
<li><a href="##(CONTROLLABLE).OptionROEReturnFirePossible">CONTROLLABLE.OptionROEReturnFirePossible</a></li>
|
||||
<li><a href="##(CONTROLLABLE).OptionROEEvadeFirePossible">CONTROLLABLE.OptionROEEvadeFirePossible</a></li>
|
||||
</ul>
|
||||
|
||||
<h3>1.4.2) Rule on thread:</h3>
|
||||
|
||||
<ul>
|
||||
<li><a href="##(CONTROLLABLE).OptionROTNoReaction">CONTROLLABLE.OptionROTNoReaction</a></li>
|
||||
<li><a href="##(CONTROLLABLE).OptionROTPassiveDefense">CONTROLLABLE.OptionROTPassiveDefense</a></li>
|
||||
<li><a href="##(CONTROLLABLE).OptionROTEvadeFire">CONTROLLABLE.OptionROTEvadeFire</a></li>
|
||||
<li><a href="##(CONTROLLABLE).OptionROTVertical">CONTROLLABLE.OptionROTVertical</a></li>
|
||||
</ul>
|
||||
|
||||
<p>To test whether an ROT option is valid for a specific controllable, use:</p>
|
||||
|
||||
<ul>
|
||||
<li><a href="##(CONTROLLABLE).OptionROTNoReactionPossible">CONTROLLABLE.OptionROTNoReactionPossible</a></li>
|
||||
<li><a href="##(CONTROLLABLE).OptionROTPassiveDefensePossible">CONTROLLABLE.OptionROTPassiveDefensePossible</a></li>
|
||||
<li><a href="##(CONTROLLABLE).OptionROTEvadeFirePossible">CONTROLLABLE.OptionROTEvadeFirePossible</a></li>
|
||||
<li><a href="##(CONTROLLABLE).OptionROTVerticalPossible">CONTROLLABLE.OptionROTVerticalPossible</a></li>
|
||||
</ul>
|
||||
<h3>Contributions:</h3>
|
||||
|
||||
<hr/>
|
||||
|
||||
@ -249,19 +118,19 @@ This is different from the EnRoute tasks, where the targets of the task need to
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="#CONTROLLABLE">CONTROLLABLE</a></td>
|
||||
<td class="summary">
|
||||
<h1>CONTROLLABLE class, extends <a href="Positionable.html##(POSITIONABLE)">Positionable#POSITIONABLE</a></h1>
|
||||
|
||||
<p>CONTROLLABLE is a wrapper class to handle the "DCS Controllable objects", which are Groups and Units:</p>
|
||||
|
||||
<ul>
|
||||
<li>Support all DCS Controllable APIs.</li>
|
||||
</ul>
|
||||
</td>
|
||||
</tr>
|
||||
</table>
|
||||
<h2><a id="#(CONTROLLABLE)">Type <code>CONTROLLABLE</code></a></h2>
|
||||
<table class="function_list">
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(CONTROLLABLE).ClassName">CONTROLLABLE.ClassName</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(CONTROLLABLE).ClearTasks">CONTROLLABLE:ClearTasks()</a></td>
|
||||
<td class="summary">
|
||||
<p>Clear all tasks from the controllable.</p>
|
||||
@ -715,12 +584,6 @@ This is different from the EnRoute tasks, where the targets of the task need to
|
||||
<td class="name" nowrap="nowrap"><a href="##(CONTROLLABLE).WayPointFunction">CONTROLLABLE:WayPointFunction(WayPoint, WayPointIndex, WayPointFunction, ...)</a></td>
|
||||
<td class="summary">
|
||||
<p>Registers a waypoint function that will be executed when the controllable moves over the WayPoint.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(CONTROLLABLE).WayPointFunctions">CONTROLLABLE.WayPointFunctions</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
@ -754,6 +617,151 @@ This is different from the EnRoute tasks, where the targets of the task need to
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<h1>CONTROLLABLE class, extends <a href="Positionable.html##(POSITIONABLE)">Positionable#POSITIONABLE</a></h1>
|
||||
|
||||
<p>CONTROLLABLE is a wrapper class to handle the "DCS Controllable objects", which are Groups and Units:</p>
|
||||
|
||||
<ul>
|
||||
<li>Support all DCS Controllable APIs.</li>
|
||||
</ul>
|
||||
|
||||
|
||||
<ul>
|
||||
<li>Enhance with Controllable specific APIs not in the DCS Controllable API set.</li>
|
||||
<li>Handle local Controllable Controller.</li>
|
||||
<li>Manage the "state" of the DCS Controllable.</li>
|
||||
</ul>
|
||||
|
||||
<h2>CONTROLLABLE constructor</h2>
|
||||
|
||||
<p>The CONTROLLABLE class provides the following functions to construct a CONTROLLABLE instance:</p>
|
||||
|
||||
<ul>
|
||||
<li><a href="##(CONTROLLABLE).New">CONTROLLABLE.New</a>(): Create a CONTROLLABLE instance.</li>
|
||||
</ul>
|
||||
|
||||
<h2>CONTROLLABLE Task methods</h2>
|
||||
|
||||
<p>Several controllable task methods are available that help you to prepare tasks.
|
||||
These methods return a string consisting of the task description, which can then be given to either a <a href="Controllable.html##(CONTROLLABLE).PushTask">Controllable#CONTROLLABLE.PushTask</a> or <a href="Controllable.html##(SetTask)">Controllable#SetTask</a> method to assign the task to the CONTROLLABLE.
|
||||
Tasks are specific for the category of the CONTROLLABLE, more specific, for AIR, GROUND or AIR and GROUND.
|
||||
Each task description where applicable indicates for which controllable category the task is valid.
|
||||
There are 2 main subdivisions of tasks: Assigned tasks and EnRoute tasks.</p>
|
||||
|
||||
<h3>Task assignment</h3>
|
||||
|
||||
<p>Assigned task methods make the controllable execute the task where the location of the (possible) targets of the task are known before being detected.
|
||||
This is different from the EnRoute tasks, where the targets of the task need to be detected before the task can be executed.</p>
|
||||
|
||||
<p>Find below a list of the <strong>assigned task</strong> methods:</p>
|
||||
|
||||
<ul>
|
||||
<li><a href="##(CONTROLLABLE).TaskAttackGroup">CONTROLLABLE.TaskAttackGroup</a>: (AIR) Attack a Controllable.</li>
|
||||
<li><a href="##(CONTROLLABLE).TaskAttackMapObject">CONTROLLABLE.TaskAttackMapObject</a>: (AIR) Attacking the map object (building, structure, e.t.c).</li>
|
||||
<li><a href="##(CONTROLLABLE).TaskAttackUnit">CONTROLLABLE.TaskAttackUnit</a>: (AIR) Attack the Unit.</li>
|
||||
<li><a href="##(CONTROLLABLE).TaskBombing">CONTROLLABLE.TaskBombing</a>: (AIR) Delivering weapon at the point on the ground.</li>
|
||||
<li><a href="##(CONTROLLABLE).TaskBombingRunway">CONTROLLABLE.TaskBombingRunway</a>: (AIR) Delivering weapon on the runway.</li>
|
||||
<li><a href="##(CONTROLLABLE).TaskEmbarking">CONTROLLABLE.TaskEmbarking</a>: (AIR) Move the controllable to a Vec2 Point, wait for a defined duration and embark a controllable.</li>
|
||||
<li><a href="##(CONTROLLABLE).TaskEmbarkToTransport">CONTROLLABLE.TaskEmbarkToTransport</a>: (GROUND) Embark to a Transport landed at a location.</li>
|
||||
<li><a href="##(CONTROLLABLE).TaskEscort">CONTROLLABLE.TaskEscort</a>: (AIR) Escort another airborne controllable. </li>
|
||||
<li><a href="##(CONTROLLABLE).TaskFAC_AttackGroup">CONTROLLABLE.TaskFAC_AttackGroup</a>: (AIR + GROUND) The task makes the controllable/unit a FAC and orders the FAC to control the target (enemy ground controllable) destruction.</li>
|
||||
<li><a href="##(CONTROLLABLE).TaskFireAtPoint">CONTROLLABLE.TaskFireAtPoint</a>: (GROUND) Fire some or all ammunition at a VEC2 point.</li>
|
||||
<li><a href="##(CONTROLLABLE).TaskFollow">CONTROLLABLE.TaskFollow</a>: (AIR) Following another airborne controllable.</li>
|
||||
<li><a href="##(CONTROLLABLE).TaskHold">CONTROLLABLE.TaskHold</a>: (GROUND) Hold ground controllable from moving.</li>
|
||||
<li><a href="##(CONTROLLABLE).TaskHoldPosition">CONTROLLABLE.TaskHoldPosition</a>: (AIR) Hold position at the current position of the first unit of the controllable.</li>
|
||||
<li><a href="##(CONTROLLABLE).TaskLand">CONTROLLABLE.TaskLand</a>: (AIR HELICOPTER) Landing at the ground. For helicopters only.</li>
|
||||
<li><a href="##(CONTROLLABLE).TaskLandAtZone">CONTROLLABLE.TaskLandAtZone</a>: (AIR) Land the controllable at a <a href="##(CONTROLLABLE).TaskOrbitCircle">CONTROLLABLE.TaskOrbitCircle</a>: (AIR) Orbit at the current position of the first unit of the controllable at a specified alititude.</li>
|
||||
<li><a href="##(CONTROLLABLE).TaskOrbitCircleAtVec2">CONTROLLABLE.TaskOrbitCircleAtVec2</a>: (AIR) Orbit at a specified position at a specified alititude during a specified duration with a specified speed.</li>
|
||||
<li><a href="##(CONTROLLABLE).TaskRefueling">CONTROLLABLE.TaskRefueling</a>: (AIR) Refueling from the nearest tanker. No parameters.</li>
|
||||
<li><a href="##(CONTROLLABLE).TaskRoute">CONTROLLABLE.TaskRoute</a>: (AIR + GROUND) Return a Misson task to follow a given route defined by Points.</li>
|
||||
<li><a href="##(CONTROLLABLE).TaskRouteToVec2">CONTROLLABLE.TaskRouteToVec2</a>: (AIR + GROUND) Make the Controllable move to a given point.</li>
|
||||
<li><a href="##(CONTROLLABLE).TaskRouteToVec3">CONTROLLABLE.TaskRouteToVec3</a>: (AIR + GROUND) Make the Controllable move to a given point.</li>
|
||||
<li><a href="##(CONTROLLABLE).TaskRouteToZone">CONTROLLABLE.TaskRouteToZone</a>: (AIR + GROUND) Route the controllable to a given zone.</li>
|
||||
<li><a href="##(CONTROLLABLE).TaskReturnToBase">CONTROLLABLE.TaskReturnToBase</a>: (AIR) Route the controllable to an airbase.</li>
|
||||
</ul>
|
||||
|
||||
<h3>EnRoute assignment</h3>
|
||||
|
||||
<p>EnRoute tasks require the targets of the task need to be detected by the controllable (using its sensors) before the task can be executed:</p>
|
||||
|
||||
<ul>
|
||||
<li><a href="##(CONTROLLABLE).EnRouteTaskAWACS">CONTROLLABLE.EnRouteTaskAWACS</a>: (AIR) Aircraft will act as an AWACS for friendly units (will provide them with information about contacts). No parameters.</li>
|
||||
<li><a href="##(CONTROLLABLE).EnRouteTaskEngageControllable">CONTROLLABLE.EnRouteTaskEngageControllable</a>: (AIR) Engaging a controllable. The task does not assign the target controllable to the unit/controllable to attack now; it just allows the unit/controllable to engage the target controllable as well as other assigned targets.</li>
|
||||
<li><a href="##(CONTROLLABLE).EnRouteTaskEngageTargets">CONTROLLABLE.EnRouteTaskEngageTargets</a>: (AIR) Engaging targets of defined types.</li>
|
||||
<li><a href="##(CONTROLLABLE).EnRouteTaskEngageTargetsInZone">CONTROLLABLE.EnRouteTaskEngageTargetsInZone</a>: (AIR) Engaging a targets of defined types at circle-shaped zone.</li>
|
||||
<li><a href="##(CONTROLLABLE).EnRouteTaskEWR">CONTROLLABLE.EnRouteTaskEWR</a>: (AIR) Attack the Unit.</li>
|
||||
<li><a href="##(CONTROLLABLE).EnRouteTaskFAC">CONTROLLABLE.EnRouteTaskFAC</a>: (AIR + GROUND) The task makes the controllable/unit a FAC and lets the FAC to choose a targets (enemy ground controllable) around as well as other assigned targets.</li>
|
||||
<li><a href="##(CONTROLLABLE).EnRouteTaskFAC_EngageControllable">CONTROLLABLE.EnRouteTaskFAC_EngageControllable</a>: (AIR + GROUND) The task makes the controllable/unit a FAC and lets the FAC to choose the target (enemy ground controllable) as well as other assigned targets.</li>
|
||||
<li><a href="##(CONTROLLABLE).EnRouteTaskTanker">CONTROLLABLE.EnRouteTaskTanker</a>: (AIR) Aircraft will act as a tanker for friendly units. No parameters.</li>
|
||||
</ul>
|
||||
|
||||
<h3>Task preparation</h3>
|
||||
|
||||
<p>There are certain task methods that allow to tailor the task behaviour:</p>
|
||||
|
||||
<ul>
|
||||
<li><a href="##(CONTROLLABLE).TaskWrappedAction">CONTROLLABLE.TaskWrappedAction</a>: Return a WrappedAction Task taking a Command.</li>
|
||||
<li><a href="##(CONTROLLABLE).TaskCombo">CONTROLLABLE.TaskCombo</a>: Return a Combo Task taking an array of Tasks.</li>
|
||||
<li><a href="##(CONTROLLABLE).TaskCondition">CONTROLLABLE.TaskCondition</a>: Return a condition section for a controlled task.</li>
|
||||
<li><a href="##(CONTROLLABLE).TaskControlled">CONTROLLABLE.TaskControlled</a>: Return a Controlled Task taking a Task and a TaskCondition.</li>
|
||||
</ul>
|
||||
|
||||
<h3>Obtain the mission from controllable templates</h3>
|
||||
|
||||
<p>Controllable templates contain complete mission descriptions. Sometimes you want to copy a complete mission from a controllable and assign it to another:</p>
|
||||
|
||||
<ul>
|
||||
<li><a href="##(CONTROLLABLE).TaskMission">CONTROLLABLE.TaskMission</a>: (AIR + GROUND) Return a mission task from a mission template.</li>
|
||||
</ul>
|
||||
|
||||
<h2>CONTROLLABLE Command methods</h2>
|
||||
|
||||
<p>Controllable <strong>command methods</strong> prepare the execution of commands using the <a href="##(CONTROLLABLE).SetCommand">CONTROLLABLE.SetCommand</a> method:</p>
|
||||
|
||||
<ul>
|
||||
<li><a href="##(CONTROLLABLE).CommandDoScript">CONTROLLABLE.CommandDoScript</a>: Do Script command.</li>
|
||||
<li><a href="##(CONTROLLABLE).CommandSwitchWayPoint">CONTROLLABLE.CommandSwitchWayPoint</a>: Perform a switch waypoint command.</li>
|
||||
</ul>
|
||||
|
||||
<h2>CONTROLLABLE Option methods</h2>
|
||||
|
||||
<p>Controllable <strong>Option methods</strong> change the behaviour of the Controllable while being alive.</p>
|
||||
|
||||
<h3>Rule of Engagement:</h3>
|
||||
|
||||
<ul>
|
||||
<li><a href="##(CONTROLLABLE).OptionROEWeaponFree">CONTROLLABLE.OptionROEWeaponFree</a> </li>
|
||||
<li><a href="##(CONTROLLABLE).OptionROEOpenFire">CONTROLLABLE.OptionROEOpenFire</a></li>
|
||||
<li><a href="##(CONTROLLABLE).OptionROEReturnFire">CONTROLLABLE.OptionROEReturnFire</a></li>
|
||||
<li><a href="##(CONTROLLABLE).OptionROEEvadeFire">CONTROLLABLE.OptionROEEvadeFire</a></li>
|
||||
</ul>
|
||||
|
||||
<p>To check whether an ROE option is valid for a specific controllable, use:</p>
|
||||
|
||||
<ul>
|
||||
<li><a href="##(CONTROLLABLE).OptionROEWeaponFreePossible">CONTROLLABLE.OptionROEWeaponFreePossible</a> </li>
|
||||
<li><a href="##(CONTROLLABLE).OptionROEOpenFirePossible">CONTROLLABLE.OptionROEOpenFirePossible</a></li>
|
||||
<li><a href="##(CONTROLLABLE).OptionROEReturnFirePossible">CONTROLLABLE.OptionROEReturnFirePossible</a></li>
|
||||
<li><a href="##(CONTROLLABLE).OptionROEEvadeFirePossible">CONTROLLABLE.OptionROEEvadeFirePossible</a></li>
|
||||
</ul>
|
||||
|
||||
<h3>Rule on thread:</h3>
|
||||
|
||||
<ul>
|
||||
<li><a href="##(CONTROLLABLE).OptionROTNoReaction">CONTROLLABLE.OptionROTNoReaction</a></li>
|
||||
<li><a href="##(CONTROLLABLE).OptionROTPassiveDefense">CONTROLLABLE.OptionROTPassiveDefense</a></li>
|
||||
<li><a href="##(CONTROLLABLE).OptionROTEvadeFire">CONTROLLABLE.OptionROTEvadeFire</a></li>
|
||||
<li><a href="##(CONTROLLABLE).OptionROTVertical">CONTROLLABLE.OptionROTVertical</a></li>
|
||||
</ul>
|
||||
|
||||
<p>To test whether an ROT option is valid for a specific controllable, use:</p>
|
||||
|
||||
<ul>
|
||||
<li><a href="##(CONTROLLABLE).OptionROTNoReactionPossible">CONTROLLABLE.OptionROTNoReactionPossible</a></li>
|
||||
<li><a href="##(CONTROLLABLE).OptionROTPassiveDefensePossible">CONTROLLABLE.OptionROTPassiveDefensePossible</a></li>
|
||||
<li><a href="##(CONTROLLABLE).OptionROTEvadeFirePossible">CONTROLLABLE.OptionROTEvadeFirePossible</a></li>
|
||||
<li><a href="##(CONTROLLABLE).OptionROTVerticalPossible">CONTROLLABLE.OptionROTVerticalPossible</a></li>
|
||||
</ul>
|
||||
|
||||
|
||||
</dd>
|
||||
@ -761,24 +769,7 @@ This is different from the EnRoute tasks, where the targets of the task need to
|
||||
<h2><a id="#(Controllable)" >Type <code>Controllable</code></a></h2>
|
||||
|
||||
<h2><a id="#(CONTROLLABLE)" >Type <code>CONTROLLABLE</code></a></h2>
|
||||
|
||||
<p>The CONTROLLABLE class</p>
|
||||
|
||||
<h3>Field(s)</h3>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em>#string</em>
|
||||
<a id="#(CONTROLLABLE).ClassName" >
|
||||
<strong>CONTROLLABLE.ClassName</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<h3>Field(s)</h3>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
@ -3253,20 +3244,6 @@ The waypoint function to be called when the controllable moves over the waypoint
|
||||
<p><em><a href="##(CONTROLLABLE)">#CONTROLLABLE</a>:</em></p>
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em></em>
|
||||
<a id="#(CONTROLLABLE).WayPointFunctions" >
|
||||
<strong>CONTROLLABLE.WayPointFunctions</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
|
||||
@ -100,7 +100,7 @@
|
||||
<div id="content">
|
||||
<h1>Module <code>Database</code></h1>
|
||||
|
||||
<p>This module contains the DATABASE class, managing the database of mission objects.</p>
|
||||
<p><strong>Core</strong> -- DATABASE manages the database of mission objects.</p>
|
||||
|
||||
|
||||
|
||||
@ -142,6 +142,11 @@ The following iterator methods are currently available within the DATABASE:</p>
|
||||
<hr/>
|
||||
|
||||
|
||||
<h3>Author: <strong>Sven Van de Velde (FlightControl)</strong></h3>
|
||||
<h3>Contributions:</h3>
|
||||
|
||||
<hr/>
|
||||
|
||||
<h2>Global(s)</h2>
|
||||
<table class="function_list">
|
||||
<tr>
|
||||
|
||||
@ -100,7 +100,7 @@
|
||||
<div id="content">
|
||||
<h1>Module <code>Designate</code></h1>
|
||||
|
||||
<p><strong>Funtional R2.1</strong> -- Management of target <strong>Designation</strong>.</p>
|
||||
<p><strong>Functional</strong> -- Management of target <strong>Designation</strong>.</p>
|
||||
|
||||
|
||||
|
||||
|
||||
@ -100,7 +100,7 @@
|
||||
<div id="content">
|
||||
<h1>Module <code>Detection</code></h1>
|
||||
|
||||
<p><strong>Functional</strong> - DETECTION_ classes model the detection of enemy units by FACs or RECCEs and group them according various methods.</p>
|
||||
<p><strong>Functional</strong> -- DETECTION_ classes model the detection of enemy units by FACs or RECCEs and group them according various methods.</p>
|
||||
|
||||
|
||||
|
||||
@ -2376,7 +2376,6 @@ The index of the DetectedItem.</p>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em>#number</em>
|
||||
<a id="#(DETECTION_BASE).DetectedItemCount" >
|
||||
<strong>DETECTION_BASE.DetectedItemCount</strong>
|
||||
</a>
|
||||
@ -2548,7 +2547,7 @@ The index of the DetectedItem.</p>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em>#number</em>
|
||||
<em></em>
|
||||
<a id="#(DETECTION_BASE).DetectionInterval" >
|
||||
<strong>DETECTION_BASE.DetectionInterval</strong>
|
||||
</a>
|
||||
|
||||
@ -100,10 +100,12 @@
|
||||
<div id="content">
|
||||
<h1>Module <code>Escort</code></h1>
|
||||
|
||||
<p>Taking the lead of AI escorting your flight.</p>
|
||||
<p><strong>Functional</strong> -- Taking the lead of AI escorting your flight.</p>
|
||||
|
||||
|
||||
|
||||
<hr/>
|
||||
|
||||
<h1><a href="##(ESCORT)">#ESCORT</a> class</h1>
|
||||
<p>The <a href="##(ESCORT)">#ESCORT</a> class allows you to interact with escorting AI on your flight and take the lead.
|
||||
Each escorting group can be commanded with a whole set of radio commands (radio menu in your flight, and then F10).</p>
|
||||
|
||||
@ -100,7 +100,7 @@
|
||||
<div id="content">
|
||||
<h1>Module <code>Event</code></h1>
|
||||
|
||||
<p><strong>Core R2.1</strong> - EVENT models DCS <strong>event dispatching</strong> using a <strong>publish-subscribe</strong> model.</p>
|
||||
<p><strong>Core</strong> -- EVENT models DCS <strong>event dispatching</strong> using a <strong>publish-subscribe</strong> model.</p>
|
||||
|
||||
|
||||
|
||||
@ -271,36 +271,10 @@ Example code snippet:</p>
|
||||
|
||||
<hr/>
|
||||
|
||||
<h1><strong>API CHANGE HISTORY</strong></h1>
|
||||
|
||||
<p>The underlying change log documents the API changes. Please read this carefully. The following notation is used:</p>
|
||||
|
||||
<ul>
|
||||
<li><strong>Added</strong> parts are expressed in bold type face.</li>
|
||||
<li><em>Removed</em> parts are expressed in italic type face.</li>
|
||||
</ul>
|
||||
|
||||
<p>YYYY-MM-DD: CLASS:<strong>NewFunction</strong>( Params ) replaces CLASS:<em>OldFunction</em>( Params )
|
||||
YYYY-MM-DD: CLASS:<strong>NewFunction( Params )</strong> added</p>
|
||||
|
||||
<p>Hereby the change log:</p>
|
||||
|
||||
<ul>
|
||||
<li><p>2017-03-07: Added the correct event dispatching in case the event is subscribed by a GROUP.</p></li>
|
||||
<li><p>2017-02-07: Did a complete revision of the Event Handing API and underlying mechanisms.</p></li>
|
||||
</ul>
|
||||
|
||||
<hr/>
|
||||
|
||||
<h1><strong>AUTHORS and CONTRIBUTIONS</strong></h1>
|
||||
|
||||
<h3>Author: <strong>Sven Van de Velde (FlightControl)</strong></h3>
|
||||
<h3>Contributions:</h3>
|
||||
|
||||
<h3>Authors:</h3>
|
||||
|
||||
<ul>
|
||||
<li><a href="https://forums.eagle.ru/member.php?u=89536"><strong>FlightControl</strong></a>: Design & Programming & documentation.</li>
|
||||
</ul>
|
||||
<hr/>
|
||||
|
||||
|
||||
<h2>Global(s)</h2>
|
||||
|
||||
@ -100,7 +100,7 @@
|
||||
<div id="content">
|
||||
<h1>Module <code>Fsm</code></h1>
|
||||
|
||||
<p><strong>Core</strong> - The <strong>FSM</strong> (<strong>F</strong>inite <strong>S</strong>tate <strong>M</strong>achine) class and derived <strong>FSM_</strong> classes
|
||||
<p><strong>Core</strong> -- The <strong>FSM</strong> (<strong>F</strong>inite <strong>S</strong>tate <strong>M</strong>achine) class and derived <strong>FSM_</strong> classes
|
||||
are design patterns allowing efficient (long-lasting) processes and workflows.</p>
|
||||
|
||||
|
||||
@ -168,39 +168,11 @@ Additionally, I've added extendability and created an API that allows seamless F
|
||||
|
||||
<hr/>
|
||||
|
||||
<h1><strong>API CHANGE HISTORY</strong></h1>
|
||||
|
||||
<p>The underlying change log documents the API changes. Please read this carefully. The following notation is used:</p>
|
||||
|
||||
<ul>
|
||||
<li><strong>Added</strong> parts are expressed in bold type face.</li>
|
||||
<li><em>Removed</em> parts are expressed in italic type face.</li>
|
||||
</ul>
|
||||
|
||||
<p>YYYY-MM-DD: CLASS:<strong>NewFunction</strong>( Params ) replaces CLASS:<em>OldFunction</em>( Params )
|
||||
YYYY-MM-DD: CLASS:<strong>NewFunction( Params )</strong> added</p>
|
||||
|
||||
<p>Hereby the change log:</p>
|
||||
|
||||
<ul>
|
||||
<li>2016-12-18: Released.</li>
|
||||
</ul>
|
||||
|
||||
<hr/>
|
||||
|
||||
<h1><strong>AUTHORS and CONTRIBUTIONS</strong></h1>
|
||||
|
||||
<h3>Author: <strong>Sven Van de Velde (FlightControl)</strong></h3>
|
||||
<h3>Contributions:</h3>
|
||||
|
||||
<ul>
|
||||
<li><a href="https://forums.eagle.ru/member.php?u=62835"><strong>Pikey</strong></a>: Review of documentation & advice for improvements.</li>
|
||||
</ul>
|
||||
|
||||
<h3>Authors:</h3>
|
||||
|
||||
<ul>
|
||||
<li><a href="https://forums.eagle.ru/member.php?u=89536"><strong>FlightControl</strong></a>: Design & Programming & documentation.</li>
|
||||
</ul>
|
||||
<hr/>
|
||||
|
||||
|
||||
<h2>Global(s)</h2>
|
||||
|
||||
@ -100,7 +100,7 @@
|
||||
<div id="content">
|
||||
<h1>Module <code>Group</code></h1>
|
||||
|
||||
<p><strong>Wrapper</strong> -- GROUP is a wrapper class for the DCS Class Group.</p>
|
||||
<p><strong>Wrapper</strong> -- GROUP wraps the DCS Class Group objects.</p>
|
||||
|
||||
|
||||
|
||||
@ -121,31 +121,7 @@
|
||||
|
||||
<hr/>
|
||||
|
||||
<h1><strong>API CHANGE HISTORY</strong></h1>
|
||||
|
||||
<p>The underlying change log documents the API changes. Please read this carefully. The following notation is used:</p>
|
||||
|
||||
<ul>
|
||||
<li><strong>Added</strong> parts are expressed in bold type face.</li>
|
||||
<li><em>Removed</em> parts are expressed in italic type face.</li>
|
||||
</ul>
|
||||
|
||||
<p>Hereby the change log:</p>
|
||||
|
||||
<p>2017-03-26: GROUP:<strong>RouteRTB( RTBAirbase, Speed )</strong> added. </p>
|
||||
|
||||
<p>2017-03-07: GROUP:<strong>HandleEvent( Event, EventFunction )</strong> added. <br/>
|
||||
2017-03-07: GROUP:<strong>UnHandleEvent( Event )</strong> added.</p>
|
||||
|
||||
<p>2017-01-24: GROUP:<strong>SetAIOnOff( AIOnOff )</strong> added. </p>
|
||||
|
||||
<p>2017-01-24: GROUP:<strong>SetAIOn()</strong> added. </p>
|
||||
|
||||
<p>2017-01-24: GROUP:<strong>SetAIOff()</strong> added. </p>
|
||||
|
||||
<hr/>
|
||||
|
||||
<h1><strong>AUTHORS and CONTRIBUTIONS</strong></h1>
|
||||
<h3>Author: <strong>Sven Van de Velde (FlightControl)</strong></h3>
|
||||
|
||||
<h3>Contributions:</h3>
|
||||
|
||||
@ -153,11 +129,7 @@
|
||||
<li><a href="https://forums.eagle.ru/member.php?u=111471"><strong>Entropy</strong></a>, <strong>Afinegan</strong>: Came up with the requirement for AIOnOff().</li>
|
||||
</ul>
|
||||
|
||||
<h3>Authors:</h3>
|
||||
|
||||
<ul>
|
||||
<li><strong>FlightControl</strong>: Design & Programming</li>
|
||||
</ul>
|
||||
<hr/>
|
||||
|
||||
|
||||
<h2>Global(s)</h2>
|
||||
|
||||
@ -100,38 +100,15 @@
|
||||
<div id="content">
|
||||
<h1>Module <code>Identifiable</code></h1>
|
||||
|
||||
<p>This module contains the IDENTIFIABLE class.</p>
|
||||
<p><strong>Wrapper</strong> -- IDENTIFIABLE is an intermediate class wrapping DCS Object class derived Objects.</p>
|
||||
|
||||
|
||||
|
||||
<h1>1) <a href="##(IDENTIFIABLE)">#IDENTIFIABLE</a> class, extends <a href="Object.html##(OBJECT)">Object#OBJECT</a></h1>
|
||||
<p>The <a href="##(IDENTIFIABLE)">#IDENTIFIABLE</a> class is a wrapper class to handle the DCS Identifiable objects:</p>
|
||||
<hr/>
|
||||
|
||||
<ul>
|
||||
<li>Support all DCS Identifiable APIs.</li>
|
||||
<li>Enhance with Identifiable specific APIs not in the DCS Identifiable API set.</li>
|
||||
<li>Manage the "state" of the DCS Identifiable.</li>
|
||||
</ul>
|
||||
|
||||
<h2>1.1) IDENTIFIABLE constructor:</h2>
|
||||
<p>The IDENTIFIABLE class provides the following functions to construct a IDENTIFIABLE instance:</p>
|
||||
|
||||
<ul>
|
||||
<li><a href="##(IDENTIFIABLE).New">IDENTIFIABLE.New</a>(): Create a IDENTIFIABLE instance.</li>
|
||||
</ul>
|
||||
|
||||
<h2>1.2) IDENTIFIABLE methods:</h2>
|
||||
<p>The following methods can be used to identify an identifiable object:</p>
|
||||
|
||||
<ul>
|
||||
<li><a href="##(IDENTIFIABLE).GetName">IDENTIFIABLE.GetName</a>(): Returns the name of the Identifiable.</li>
|
||||
<li><a href="##(IDENTIFIABLE).IsAlive">IDENTIFIABLE.IsAlive</a>(): Returns if the Identifiable is alive.</li>
|
||||
<li><a href="##(IDENTIFIABLE).GetTypeName">IDENTIFIABLE.GetTypeName</a>(): Returns the type name of the Identifiable.</li>
|
||||
<li><a href="##(IDENTIFIABLE).GetCoalition">IDENTIFIABLE.GetCoalition</a>(): Returns the coalition of the Identifiable.</li>
|
||||
<li><a href="##(IDENTIFIABLE).GetCountry">IDENTIFIABLE.GetCountry</a>(): Returns the country of the Identifiable.</li>
|
||||
<li><a href="##(IDENTIFIABLE).GetDesc">IDENTIFIABLE.GetDesc</a>(): Returns the descriptor structure of the Identifiable.</li>
|
||||
</ul>
|
||||
<h3>Author: <strong>Sven Van de Velde (FlightControl)</strong></h3>
|
||||
|
||||
<h3>Contributions:</h3>
|
||||
|
||||
<hr/>
|
||||
|
||||
@ -141,19 +118,19 @@
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="#IDENTIFIABLE">IDENTIFIABLE</a></td>
|
||||
<td class="summary">
|
||||
<h1>IDENTIFIABLE class, extends <a href="Object.html##(OBJECT)">Object#OBJECT</a></h1>
|
||||
|
||||
<p>The IDENTIFIABLE class is a wrapper class to handle the DCS Identifiable objects:</p>
|
||||
|
||||
<ul>
|
||||
<li>Support all DCS Identifiable APIs.</li>
|
||||
</ul>
|
||||
</td>
|
||||
</tr>
|
||||
</table>
|
||||
<h2><a id="#(IDENTIFIABLE)">Type <code>IDENTIFIABLE</code></a></h2>
|
||||
<table class="function_list">
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(IDENTIFIABLE).ClassName">IDENTIFIABLE.ClassName</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(IDENTIFIABLE).GetCallsign">IDENTIFIABLE:GetCallsign()</a></td>
|
||||
<td class="summary">
|
||||
<p>Gets the CallSign of the IDENTIFIABLE, which is a blank by default.</p>
|
||||
@ -238,6 +215,27 @@
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<h1>IDENTIFIABLE class, extends <a href="Object.html##(OBJECT)">Object#OBJECT</a></h1>
|
||||
|
||||
<p>The IDENTIFIABLE class is a wrapper class to handle the DCS Identifiable objects:</p>
|
||||
|
||||
<ul>
|
||||
<li>Support all DCS Identifiable APIs.</li>
|
||||
</ul>
|
||||
|
||||
|
||||
<ul>
|
||||
<li>Enhance with Identifiable specific APIs not in the DCS Identifiable API set.</li>
|
||||
<li>Manage the "state" of the DCS Identifiable.</li>
|
||||
</ul>
|
||||
|
||||
<h2>IDENTIFIABLE constructor</h2>
|
||||
|
||||
<p>The IDENTIFIABLE class provides the following functions to construct a IDENTIFIABLE instance:</p>
|
||||
|
||||
<ul>
|
||||
<li><a href="##(IDENTIFIABLE).New">IDENTIFIABLE.New</a>(): Create a IDENTIFIABLE instance.</li>
|
||||
</ul>
|
||||
|
||||
|
||||
</dd>
|
||||
@ -245,24 +243,7 @@
|
||||
<h2><a id="#(Identifiable)" >Type <code>Identifiable</code></a></h2>
|
||||
|
||||
<h2><a id="#(IDENTIFIABLE)" >Type <code>IDENTIFIABLE</code></a></h2>
|
||||
|
||||
<p>The IDENTIFIABLE class</p>
|
||||
|
||||
<h3>Field(s)</h3>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em>#string</em>
|
||||
<a id="#(IDENTIFIABLE).ClassName" >
|
||||
<strong>IDENTIFIABLE.ClassName</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<h3>Field(s)</h3>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
|
||||
@ -134,17 +134,12 @@ On top, MOOSE implements <strong>variable parameter</strong> passing for command
|
||||
</ul>
|
||||
|
||||
<hr/>
|
||||
|
||||
<h1><strong>AUTHORS and CONTRIBUTIONS</strong></h1>
|
||||
|
||||
<p>- </p>
|
||||
<h3>Author: <strong>Sven Van de Velde (FlightControl)</strong></h3>
|
||||
<h3>Contributions:</h3>
|
||||
|
||||
<h3>Authors:</h3>
|
||||
|
||||
<ul>
|
||||
<li><strong>FlightControl</strong>: Design & Programming
|
||||
</li>
|
||||
</ul>
|
||||
<hr/>
|
||||
<p> </p>
|
||||
|
||||
<h2>Global(s)</h2>
|
||||
<table class="function_list">
|
||||
|
||||
@ -100,7 +100,7 @@
|
||||
<div id="content">
|
||||
<h1>Module <code>Message</code></h1>
|
||||
|
||||
<p><strong>Core</strong> - MESSAGE class takes are of the <strong>real-time notifications</strong> and <strong>messages to players</strong> during a simulation.</p>
|
||||
<p><strong>Core</strong> -- MESSAGE class takes are of the <strong>real-time notifications</strong> and <strong>messages to players</strong> during a simulation.</p>
|
||||
|
||||
|
||||
|
||||
@ -224,6 +224,13 @@ To send messages, you need to use the To functions.</p>
|
||||
<li>To a coalition using <a href="Message.html##(MESSAGE).ToCoalitionIf">Message#MESSAGE.ToCoalitionIf</a>().</li>
|
||||
</ul>
|
||||
|
||||
<hr/>
|
||||
|
||||
<h3>Author: <strong>Sven Van de Velde (FlightControl)</strong></h3>
|
||||
<h3>Contributions:</h3>
|
||||
|
||||
<hr/>
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
|
||||
@ -100,7 +100,7 @@
|
||||
<div id="content">
|
||||
<h1>Module <code>MissileTrainer</code></h1>
|
||||
|
||||
<p>This module contains the MISSILETRAINER class.</p>
|
||||
<p><strong>Functional</strong> -- MISSILETRAINER helps you to train missile avoidance.</p>
|
||||
|
||||
|
||||
|
||||
|
||||
@ -100,11 +100,18 @@
|
||||
<div id="content">
|
||||
<h1>Module <code>Mission</code></h1>
|
||||
|
||||
<p>A MISSION is the main owner of a Mission orchestration within MOOSE .</p>
|
||||
<p><strong>Tasking</strong> -- A MISSION is the main owner of a Mission orchestration within MOOSE.</p>
|
||||
|
||||
|
||||
<p>The Mission framework orchestrates <a href="CLIENT.html">CLIENT</a>s, <a href="TASK.html">TASK</a>s, <a href="STAGE.html">STAGE</a>s etc.
|
||||
A <a href="CLIENT.html">CLIENT</a> needs to be registered within the <a href="MISSION.html">MISSION</a> through the function <a href="AddClient.html">AddClient</a>. A <a href="TASK.html">TASK</a> needs to be registered within the <a href="MISSION.html">MISSION</a> through the function <a href="AddTask.html">AddTask</a>.</p>
|
||||
|
||||
<hr/>
|
||||
|
||||
<h3>Author: <strong>Sven Van de Velde (FlightControl)</strong></h3>
|
||||
|
||||
<h3>Contributions:</h3>
|
||||
|
||||
<hr/>
|
||||
|
||||
|
||||
<h2>Global(s)</h2>
|
||||
<table class="function_list">
|
||||
|
||||
@ -100,10 +100,14 @@
|
||||
<div id="content">
|
||||
<h1>Module <code>Movement</code></h1>
|
||||
|
||||
<p>Limit the simultaneous movement of Groups within a running Mission.</p>
|
||||
<p><strong>Functional</strong> -- Limit the MOVEMENT of simulaneous moving ground vehicles.</p>
|
||||
|
||||
|
||||
<p>This module is defined to improve the performance in missions, and to bring additional realism for GROUND vehicles.
|
||||
|
||||
<hr/>
|
||||
|
||||
<p>Limit the simultaneous movement of Groups within a running Mission.
|
||||
This module is defined to improve the performance in missions, and to bring additional realism for GROUND vehicles.
|
||||
Performance: If in a DCSRTE there are a lot of moving GROUND units, then in a multi player mission, this WILL create lag if
|
||||
the main DCS execution core of your CPU is fully utilized. So, this class will limit the amount of simultaneous moving GROUND units
|
||||
on defined intervals (currently every minute).</p>
|
||||
@ -218,7 +222,6 @@ on defined intervals (currently every minute).</p>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em>#number</em>
|
||||
<a id="#(MOVEMENT).AliveUnits" >
|
||||
<strong>MOVEMENT.AliveUnits</strong>
|
||||
</a>
|
||||
@ -227,9 +230,6 @@ on defined intervals (currently every minute).</p>
|
||||
|
||||
|
||||
|
||||
|
||||
<p> Contains the counter how many units are currently alive</p>
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
|
||||
@ -100,32 +100,15 @@
|
||||
<div id="content">
|
||||
<h1>Module <code>Object</code></h1>
|
||||
|
||||
<p>This module contains the OBJECT class.</p>
|
||||
<p><strong>Wrapper</strong> -- OBJECT wraps the DCS Object derived objects.</p>
|
||||
|
||||
|
||||
|
||||
<h1>1) <a href="Object.html##(OBJECT)">Object#OBJECT</a> class, extends <a href="Base.html##(BASE)">Base#BASE</a></h1>
|
||||
<p>The <a href="Object.html##(OBJECT)">Object#OBJECT</a> class is a wrapper class to handle the DCS Object objects:</p>
|
||||
<hr/>
|
||||
|
||||
<ul>
|
||||
<li>Support all DCS Object APIs.</li>
|
||||
<li>Enhance with Object specific APIs not in the DCS Object API set.</li>
|
||||
<li>Manage the "state" of the DCS Object.</li>
|
||||
</ul>
|
||||
<h3>Author: <strong>Sven Van de Velde (FlightControl)</strong></h3>
|
||||
|
||||
<h2>1.1) OBJECT constructor:</h2>
|
||||
<p>The OBJECT class provides the following functions to construct a OBJECT instance:</p>
|
||||
|
||||
<ul>
|
||||
<li><a href="Object.html##(OBJECT).New">Object#OBJECT.New</a>(): Create a OBJECT instance.</li>
|
||||
</ul>
|
||||
|
||||
<h2>1.2) OBJECT methods:</h2>
|
||||
<p>The following methods can be used to identify an Object object:</p>
|
||||
|
||||
<ul>
|
||||
<li><a href="Object.html##(OBJECT).GetID">Object#OBJECT.GetID</a>(): Returns the ID of the Object object.</li>
|
||||
</ul>
|
||||
<h3>Contributions:</h3>
|
||||
|
||||
<hr/>
|
||||
|
||||
@ -135,7 +118,13 @@
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="#OBJECT">OBJECT</a></td>
|
||||
<td class="summary">
|
||||
<h1>OBJECT class, extends <a href="Base.html##(BASE)">Base#BASE</a></h1>
|
||||
|
||||
<p>OBJECT handles the DCS Object objects:</p>
|
||||
|
||||
<ul>
|
||||
<li>Support all DCS Object APIs.</li>
|
||||
</ul>
|
||||
</td>
|
||||
</tr>
|
||||
</table>
|
||||
@ -152,12 +141,6 @@
|
||||
<h2><a id="#(OBJECT)">Type <code>OBJECT</code></a></h2>
|
||||
<table class="function_list">
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(OBJECT).ClassName">OBJECT.ClassName</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(OBJECT).Destroy">OBJECT:Destroy()</a></td>
|
||||
<td class="summary">
|
||||
<p>Destroys the OBJECT.</p>
|
||||
@ -194,6 +177,27 @@
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<h1>OBJECT class, extends <a href="Base.html##(BASE)">Base#BASE</a></h1>
|
||||
|
||||
<p>OBJECT handles the DCS Object objects:</p>
|
||||
|
||||
<ul>
|
||||
<li>Support all DCS Object APIs.</li>
|
||||
</ul>
|
||||
|
||||
|
||||
<ul>
|
||||
<li>Enhance with Object specific APIs not in the DCS Object API set.</li>
|
||||
<li>Manage the "state" of the DCS Object.</li>
|
||||
</ul>
|
||||
|
||||
<h2>OBJECT constructor:</h2>
|
||||
|
||||
<p>The OBJECT class provides the following functions to construct a OBJECT instance:</p>
|
||||
|
||||
<ul>
|
||||
<li><a href="Object.html##(OBJECT).New">Object#OBJECT.New</a>(): Create a OBJECT instance.</li>
|
||||
</ul>
|
||||
|
||||
|
||||
</dd>
|
||||
@ -220,24 +224,7 @@
|
||||
</dl>
|
||||
|
||||
<h2><a id="#(OBJECT)" >Type <code>OBJECT</code></a></h2>
|
||||
|
||||
<p>The OBJECT class</p>
|
||||
|
||||
<h3>Field(s)</h3>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em>#string</em>
|
||||
<a id="#(OBJECT).ClassName" >
|
||||
<strong>OBJECT.ClassName</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<h3>Field(s)</h3>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
|
||||
@ -100,7 +100,7 @@
|
||||
<div id="content">
|
||||
<h1>Module <code>Point</code></h1>
|
||||
|
||||
<p><strong>Core</strong> - <strong>POINT_VEC</strong> classes define an <strong>extensive API</strong> to <strong>manage 3D points</strong> in the simulation space.</p>
|
||||
<p><strong>Core</strong> -- <strong>POINT_VEC</strong> classes define an <strong>extensive API</strong> to <strong>manage 3D points</strong> in the simulation space.</p>
|
||||
|
||||
|
||||
|
||||
@ -124,33 +124,6 @@
|
||||
|
||||
<hr/>
|
||||
|
||||
<h1><strong>API CHANGE HISTORY</strong></h1>
|
||||
|
||||
<p>The underlying change log documents the API changes. Please read this carefully. The following notation is used:</p>
|
||||
|
||||
<ul>
|
||||
<li><strong>Added</strong> parts are expressed in bold type face.</li>
|
||||
<li><em>Removed</em> parts are expressed in italic type face.</li>
|
||||
</ul>
|
||||
|
||||
<p>Hereby the change log:</p>
|
||||
|
||||
<p>2017-03-03: POINT_VEC3:<strong>Explosion( ExplosionIntensity )</strong> added.
|
||||
2017-03-03: POINT_VEC3:<strong>IlluminationBomb()</strong> added.</p>
|
||||
|
||||
<p>2017-02-18: POINT_VEC3:<strong>NewFromVec2( Vec2, LandHeightAdd )</strong> added.</p>
|
||||
|
||||
<p>2016-08-12: POINT_VEC3:<strong>Translate( Distance, Angle )</strong> added.</p>
|
||||
|
||||
<p>2016-08-06: Made PointVec3 and Vec3, PointVec2 and Vec2 terminology used in the code consistent.</p>
|
||||
|
||||
<ul>
|
||||
<li>Replaced method <em>Point</em>Vec3() to <strong>Vec3</strong>() where the code manages a Vec3. Replaced all references to the method.</li>
|
||||
<li>Replaced method <em>Point</em>Vec2() to <strong>Vec2</strong>() where the code manages a Vec2. Replaced all references to the method.</li>
|
||||
<li>Replaced method Random<em>Point</em>Vec3() to <strong>RandomVec3</strong>() where the code manages a Vec3. Replaced all references to the method.
|
||||
.</li>
|
||||
</ul>
|
||||
|
||||
<h3>Authors:</h3>
|
||||
|
||||
<ul>
|
||||
|
||||
@ -100,10 +100,16 @@
|
||||
<div id="content">
|
||||
<h1>Module <code>Positionable</code></h1>
|
||||
|
||||
<p><strong>Wrapper</strong> -- This module contains the POSITIONABLE class.</p>
|
||||
<p><strong>Wrapper</strong> -- POSITIONABLE wraps DCS classes that are "positionable".</p>
|
||||
|
||||
|
||||
|
||||
<hr/>
|
||||
|
||||
<h3>Author: <strong>Sven Van de Velde (FlightControl)</strong></h3>
|
||||
|
||||
<h3>Contributions:</h3>
|
||||
|
||||
<hr/>
|
||||
|
||||
|
||||
@ -385,16 +391,6 @@
|
||||
<li><a href="Positionable.html##(POSITIONABLE).New">Positionable#POSITIONABLE.New</a>(): Create a POSITIONABLE instance.</li>
|
||||
</ul>
|
||||
|
||||
<h2>POSITIONABLE methods</h2>
|
||||
|
||||
<p>The following methods can be used to identify an measurable object:</p>
|
||||
|
||||
<ul>
|
||||
<li><a href="Positionable.html##(POSITIONABLE).GetID">Positionable#POSITIONABLE.GetID</a>(): Returns the ID of the measurable object.</li>
|
||||
<li><a href="Positionable.html##(POSITIONABLE).GetName">Positionable#POSITIONABLE.GetName</a>(): Returns the name of the measurable object.</li>
|
||||
</ul>
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
|
||||
@ -100,7 +100,7 @@
|
||||
<div id="content">
|
||||
<h1>Module <code>Radio</code></h1>
|
||||
|
||||
<p><strong>Core</strong> - The RADIO Module is responsible for everything that is related to radio transmission and you can hear in DCS, be it TACAN beacons, Radio transmissions...</p>
|
||||
<p><strong>Core</strong> -- The RADIO Module is responsible for everything that is related to radio transmission and you can hear in DCS, be it TACAN beacons, Radio transmissions...</p>
|
||||
|
||||
|
||||
|
||||
|
||||
@ -100,19 +100,17 @@
|
||||
<div id="content">
|
||||
<h1>Module <code>Scenery</code></h1>
|
||||
|
||||
<p>This module contains the SCENERY class.</p>
|
||||
<p><strong>Wrapper</strong> -- SCENERY models scenery within the DCS simulator.</p>
|
||||
|
||||
|
||||
|
||||
<h1>1) <a href="Scenery.html##(SCENERY)">Scenery#SCENERY</a> class, extends <a href="Positionable.html##(POSITIONABLE)">Positionable#POSITIONABLE</a></h1>
|
||||
<p>Scenery objects are defined on the map.
|
||||
The <a href="Scenery.html##(SCENERY)">Scenery#SCENERY</a> class is a wrapper class to handle the DCS Scenery objects:</p>
|
||||
<hr/>
|
||||
|
||||
<ul>
|
||||
<li>Wraps the DCS Scenery objects.</li>
|
||||
<li>Support all DCS Scenery APIs.</li>
|
||||
<li>Enhance with Scenery specific APIs not in the DCS API set.</li>
|
||||
</ul>
|
||||
<h3>Author: <strong>Sven Van de Velde (FlightControl)</strong></h3>
|
||||
|
||||
<h3>Contributions:</h3>
|
||||
|
||||
<hr/>
|
||||
|
||||
|
||||
<h2>Global(s)</h2>
|
||||
@ -120,19 +118,15 @@ The <a href="Scenery.html##(SCENERY)">Scenery#SCENERY</a> class is a wrapper cla
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="#SCENERY">SCENERY</a></td>
|
||||
<td class="summary">
|
||||
<h1>SCENERY class, extends <a href="Positionable.html##(POSITIONABLE)">Positionable#POSITIONABLE</a></h1>
|
||||
|
||||
<p>Scenery objects are defined on the map.</p>
|
||||
</td>
|
||||
</tr>
|
||||
</table>
|
||||
<h2><a id="#(SCENERY)">Type <code>SCENERY</code></a></h2>
|
||||
<table class="function_list">
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(SCENERY).ClassName">SCENERY.ClassName</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(SCENERY).GetDCSObject">SCENERY:GetDCSObject()</a></td>
|
||||
<td class="summary">
|
||||
|
||||
@ -163,6 +157,18 @@ The <a href="Scenery.html##(SCENERY)">Scenery#SCENERY</a> class is a wrapper cla
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<h1>SCENERY class, extends <a href="Positionable.html##(POSITIONABLE)">Positionable#POSITIONABLE</a></h1>
|
||||
|
||||
<p>Scenery objects are defined on the map.</p>
|
||||
|
||||
|
||||
<p>The <a href="Scenery.html##(SCENERY)">Scenery#SCENERY</a> class is a wrapper class to handle the DCS Scenery objects:</p>
|
||||
|
||||
<ul>
|
||||
<li>Wraps the DCS Scenery objects.</li>
|
||||
<li>Support all DCS Scenery APIs.</li>
|
||||
<li>Enhance with Scenery specific APIs not in the DCS API set.</li>
|
||||
</ul>
|
||||
|
||||
|
||||
</dd>
|
||||
@ -170,24 +176,7 @@ The <a href="Scenery.html##(SCENERY)">Scenery#SCENERY</a> class is a wrapper cla
|
||||
<h2><a id="#(Scenery)" >Type <code>Scenery</code></a></h2>
|
||||
|
||||
<h2><a id="#(SCENERY)" >Type <code>SCENERY</code></a></h2>
|
||||
|
||||
<p>The SCENERY class</p>
|
||||
|
||||
<h3>Field(s)</h3>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em>#string</em>
|
||||
<a id="#(SCENERY).ClassName" >
|
||||
<strong>SCENERY.ClassName</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<h3>Field(s)</h3>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
|
||||
@ -100,7 +100,7 @@
|
||||
<div id="content">
|
||||
<h1>Module <code>ScheduleDispatcher</code></h1>
|
||||
|
||||
<p>This module defines the SCHEDULEDISPATCHER class, which is used by a central object called _SCHEDULEDISPATCHER.</p>
|
||||
<p><strong>Core</strong> -- SCHEDULEDISPATCHER dispatches the different schedules.</p>
|
||||
|
||||
|
||||
|
||||
@ -134,8 +134,6 @@ The Schedule() method returns the CallID that is the reference ID for each plann
|
||||
|
||||
<hr/>
|
||||
|
||||
<hr/>
|
||||
|
||||
<h3>Contributions: -</h3>
|
||||
<h3>Authors: FlightControl : Design & Programming</h3>
|
||||
|
||||
|
||||
@ -100,7 +100,7 @@
|
||||
<div id="content">
|
||||
<h1>Module <code>Scheduler</code></h1>
|
||||
|
||||
<p><strong>Core</strong> - SCHEDULER prepares and handles the <strong>execution of functions over scheduled time (intervals)</strong>.</p>
|
||||
<p><strong>Core</strong> -- SCHEDULER prepares and handles the <strong>execution of functions over scheduled time (intervals)</strong>.</p>
|
||||
|
||||
|
||||
|
||||
|
||||
@ -100,7 +100,7 @@
|
||||
<div id="content">
|
||||
<h1>Module <code>Scoring</code></h1>
|
||||
|
||||
<p>Single-Player:<strong>Yes</strong> / Multi-Player:<strong>Yes</strong> / Core:<strong>Yes</strong> -- <strong>Administer the scoring of player achievements,
|
||||
<p><strong>Functional</strong> -- <strong>Administer the SCORING of player achievements,
|
||||
and create a CSV file logging the scoring events for use at team or squadron websites.</strong></p>
|
||||
|
||||
<p><img src="..\Presentations\SCORING\Dia1.JPG" alt="Banner Image"/></p>
|
||||
|
||||
@ -100,7 +100,12 @@
|
||||
<div id="content">
|
||||
<h1>Module <code>Sead</code></h1>
|
||||
|
||||
<p>Provides defensive behaviour to a set of SAM sites within a running Mission.</p>
|
||||
<p><strong>Functional</strong> -- Provides defensive behaviour to a set of SAM sites within a running Mission.</p>
|
||||
|
||||
|
||||
|
||||
<hr/>
|
||||
|
||||
|
||||
<h2>Global(s)</h2>
|
||||
<table class="function_list">
|
||||
|
||||
@ -100,7 +100,7 @@
|
||||
<div id="content">
|
||||
<h1>Module <code>Set</code></h1>
|
||||
|
||||
<p><strong>Core</strong> - SET_ classes define <strong>collections</strong> of objects to perform <strong>bulk actions</strong> and logically <strong>group</strong> objects.</p>
|
||||
<p><strong>Core</strong> -- SET_ classes define <strong>collections</strong> of objects to perform <strong>bulk actions</strong> and logically <strong>group</strong> objects.</p>
|
||||
|
||||
|
||||
|
||||
@ -133,14 +133,12 @@
|
||||
<li>Trigger events when objects in the SET change a zone presence.</li>
|
||||
</ul>
|
||||
|
||||
<h3>Authors:</h3>
|
||||
|
||||
<ul>
|
||||
<li>FlightControl : Design & Programming</li>
|
||||
</ul>
|
||||
<hr/>
|
||||
|
||||
<h3>Author: <strong>Sven Van de Velde (FlightControl)</strong></h3>
|
||||
<h3>Contributions:</h3>
|
||||
|
||||
<hr/>
|
||||
|
||||
|
||||
<h2>Global(s)</h2>
|
||||
|
||||
@ -100,7 +100,7 @@
|
||||
<div id="content">
|
||||
<h1>Module <code>Settings</code></h1>
|
||||
|
||||
<p><strong>Core</strong> - <strong>SETTINGS</strong> classe defines the format settings management for measurement.</p>
|
||||
<p><strong>Core</strong> -- <strong>SETTINGS</strong> classe defines the format settings management for measurement.</p>
|
||||
|
||||
|
||||
|
||||
@ -124,14 +124,11 @@
|
||||
|
||||
<hr/>
|
||||
|
||||
<h3>Authors:</h3>
|
||||
|
||||
<ul>
|
||||
<li>FlightControl : Design & Programming</li>
|
||||
</ul>
|
||||
|
||||
<h3>Author: <strong>Sven Van de Velde (FlightControl)</strong></h3>
|
||||
<h3>Contributions:</h3>
|
||||
|
||||
<hr/>
|
||||
|
||||
|
||||
<h2>Global(s)</h2>
|
||||
<table class="function_list">
|
||||
|
||||
@ -781,12 +781,6 @@ and any spaces before and after the resulting name are removed.</p>
|
||||
<td class="name" nowrap="nowrap"><a href="##(SPAWN)._TranslateRotate">SPAWN:_TranslateRotate(SpawnIndex, SpawnRootX, SpawnRootY, SpawnX, SpawnY, SpawnAngle)</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(SPAWN).uncontrolled">SPAWN.uncontrolled</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
</table>
|
||||
@ -2088,9 +2082,6 @@ The group that was spawned. You can use this group for further actions.</p>
|
||||
|
||||
|
||||
|
||||
|
||||
<p> Don't repeat the group from Take-Off till Landing and back Take-Off by ReSpawning.</p>
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
@ -2575,9 +2566,6 @@ when nothing was spawned.</p>
|
||||
|
||||
|
||||
|
||||
|
||||
<p> By default, no InitLimit</p>
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
@ -2613,7 +2601,7 @@ when nothing was spawned.</p>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em>#number</em>
|
||||
<em></em>
|
||||
<a id="#(SPAWN).SpawnMaxGroups" >
|
||||
<strong>SPAWN.SpawnMaxGroups</strong>
|
||||
</a>
|
||||
@ -2630,7 +2618,7 @@ when nothing was spawned.</p>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em>#number</em>
|
||||
<em></em>
|
||||
<a id="#(SPAWN).SpawnMaxUnitsAlive" >
|
||||
<strong>SPAWN.SpawnMaxUnitsAlive</strong>
|
||||
</a>
|
||||
@ -2958,7 +2946,7 @@ Spawn_BE_KA50 = SPAWN:New( 'BE KA-50@RAMP-Ground Defense' ):Schedule( 600, 0.5 )
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em>#boolean</em>
|
||||
<em></em>
|
||||
<a id="#(SPAWN).SpawnUnControlled" >
|
||||
<strong>SPAWN.SpawnUnControlled</strong>
|
||||
</a>
|
||||
@ -3548,20 +3536,6 @@ True = Continue Scheduler</p>
|
||||
|
||||
</li>
|
||||
</ul>
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em></em>
|
||||
<a id="#(SPAWN).uncontrolled" >
|
||||
<strong>SPAWN.uncontrolled</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
|
||||
|
||||
@ -100,7 +100,7 @@
|
||||
<div id="content">
|
||||
<h1>Module <code>SpawnStatic</code></h1>
|
||||
|
||||
<p>(R2.1) <strong>Core</strong> -- Spawn dynamically new STATICs in your missions.</p>
|
||||
<p><strong>Core</strong> -- Spawn dynamically new STATICs in your missions.</p>
|
||||
|
||||
|
||||
<p>
|
||||
@ -128,28 +128,10 @@
|
||||
|
||||
<hr/>
|
||||
|
||||
<h1><strong>API CHANGE HISTORY</strong></h1>
|
||||
|
||||
<p>The underlying change log documents the API changes. Please read this carefully. The following notation is used:</p>
|
||||
|
||||
<ul>
|
||||
<li><strong>Added</strong> parts are expressed in bold type face.</li>
|
||||
<li><em>Removed</em> parts are expressed in italic type face.</li>
|
||||
</ul>
|
||||
|
||||
<p>Hereby the change log:</p>
|
||||
|
||||
<hr/>
|
||||
|
||||
<h1><strong>AUTHORS and CONTRIBUTIONS</strong></h1>
|
||||
|
||||
<h3>Author: <strong>Sven Van de Velde (FlightControl)</strong></h3>
|
||||
<h3>Contributions:</h3>
|
||||
|
||||
<h3>Authors:</h3>
|
||||
|
||||
<ul>
|
||||
<li><strong>FlightControl</strong>: Design & Programming</li>
|
||||
</ul>
|
||||
<hr/>
|
||||
|
||||
|
||||
<h2>Global(s)</h2>
|
||||
@ -449,6 +431,7 @@ ptional) The name of the new static.</p>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em>#number</em>
|
||||
<a id="#(SPAWNSTATIC).SpawnIndex" >
|
||||
<strong>SPAWNSTATIC.SpawnIndex</strong>
|
||||
</a>
|
||||
|
||||
@ -100,7 +100,7 @@
|
||||
<div id="content">
|
||||
<h1>Module <code>Spot</code></h1>
|
||||
|
||||
<p><strong>Core 2.1</strong> -- Management of SPOT logistics, that can be transported from and to transportation carriers.</p>
|
||||
<p><strong>Core</strong> -- Management of SPOT logistics, that can be transported from and to transportation carriers.</p>
|
||||
|
||||
|
||||
|
||||
@ -135,8 +135,7 @@
|
||||
|
||||
<hr/>
|
||||
|
||||
<h1><strong>AUTHORS and CONTRIBUTIONS</strong></h1>
|
||||
|
||||
<h3>Author: <strong>Sven Van de Velde (FlightControl)</strong></h3>
|
||||
<h3>Contributions:</h3>
|
||||
|
||||
<ul>
|
||||
@ -145,12 +144,7 @@
|
||||
<li><a href="https://forums.eagle.ru/member.php?u=123698"><strong>Wingthor</strong></a>: Beta Testing</li>
|
||||
</ul>
|
||||
|
||||
|
||||
<h3>Authors:</h3>
|
||||
|
||||
<ul>
|
||||
<li><strong>FlightControl</strong>: Design & Programming</li>
|
||||
</ul>
|
||||
<hr/>
|
||||
|
||||
|
||||
<h2>Global(s)</h2>
|
||||
@ -766,6 +760,7 @@ true if it is lasing</p>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em></em>
|
||||
<a id="#(SPOT).ScheduleID" >
|
||||
<strong>SPOT.ScheduleID</strong>
|
||||
</a>
|
||||
@ -779,6 +774,7 @@ true if it is lasing</p>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em></em>
|
||||
<a id="#(SPOT).SpotIR" >
|
||||
<strong>SPOT.SpotIR</strong>
|
||||
</a>
|
||||
@ -792,6 +788,7 @@ true if it is lasing</p>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em></em>
|
||||
<a id="#(SPOT).SpotLaser" >
|
||||
<strong>SPOT.SpotLaser</strong>
|
||||
</a>
|
||||
@ -805,6 +802,7 @@ true if it is lasing</p>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em></em>
|
||||
<a id="#(SPOT).Target" >
|
||||
<strong>SPOT.Target</strong>
|
||||
</a>
|
||||
|
||||
@ -100,39 +100,17 @@
|
||||
<div id="content">
|
||||
<h1>Module <code>Static</code></h1>
|
||||
|
||||
<p>This module contains the STATIC class.</p>
|
||||
<p><strong>Wrapper</strong> -- STATIC wraps the DCS StaticObject class.</p>
|
||||
|
||||
|
||||
|
||||
<h1>1) <a href="Static.html##(STATIC)">Static#STATIC</a> class, extends <a href="Positionable.html##(POSITIONABLE)">Positionable#POSITIONABLE</a></h1>
|
||||
<p>Statics are <strong>Static Units</strong> defined within the Mission Editor.
|
||||
Note that Statics are almost the same as Units, but they don't have a controller.
|
||||
The <a href="Static.html##(STATIC)">Static#STATIC</a> class is a wrapper class to handle the DCS Static objects:</p>
|
||||
<hr/>
|
||||
|
||||
<ul>
|
||||
<li>Wraps the DCS Static objects.</li>
|
||||
<li>Support all DCS Static APIs.</li>
|
||||
<li>Enhance with Static specific APIs not in the DCS API set.</li>
|
||||
</ul>
|
||||
<h3>Author: <strong>Sven Van de Velde (FlightControl)</strong></h3>
|
||||
|
||||
<h2>1.1) STATIC reference methods</h2>
|
||||
<p>For each DCS Static will have a STATIC wrapper object (instance) within the _<a href="DATABASE.html">DATABASE</a> object.
|
||||
This is done at the beginning of the mission (when the mission starts).</p>
|
||||
<h3>Contributions:</h3>
|
||||
|
||||
<p>The STATIC class does not contain a :New() method, rather it provides :Find() methods to retrieve the object reference
|
||||
using the Static Name.</p>
|
||||
|
||||
<p>Another thing to know is that STATIC objects do not "contain" the DCS Static object.
|
||||
The STATIc methods will reference the DCS Static object by name when it is needed during API execution.
|
||||
If the DCS Static object does not exist or is nil, the STATIC methods will return nil and log an exception in the DCS.log file.</p>
|
||||
|
||||
<p>The STATIc class provides the following functions to retrieve quickly the relevant STATIC instance:</p>
|
||||
|
||||
<ul>
|
||||
<li><a href="##(STATIC).FindByName">STATIC.FindByName</a>(): Find a STATIC instance from the _DATABASE object using a DCS Static name.</li>
|
||||
</ul>
|
||||
|
||||
<p>IMPORTANT: ONE SHOULD NEVER SANATIZE these STATIC OBJECT REFERENCES! (make the STATIC object references nil).</p>
|
||||
<hr/>
|
||||
|
||||
|
||||
<h2>Global(s)</h2>
|
||||
@ -140,19 +118,15 @@ If the DCS Static object does not exist or is nil, the STATIC methods will retur
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="#STATIC">STATIC</a></td>
|
||||
<td class="summary">
|
||||
<h1>STATIC class, extends <a href="Positionable.html##(POSITIONABLE)">Positionable#POSITIONABLE</a></h1>
|
||||
|
||||
<p>Statics are <strong>Static Units</strong> defined within the Mission Editor.</p>
|
||||
</td>
|
||||
</tr>
|
||||
</table>
|
||||
<h2><a id="#(STATIC)">Type <code>STATIC</code></a></h2>
|
||||
<table class="function_list">
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(STATIC).ClassName">STATIC.ClassName</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(STATIC).FindByName">STATIC:FindByName(StaticName, RaiseError)</a></td>
|
||||
<td class="summary">
|
||||
<p>Finds a STATIC from the _DATABASE using the relevant Static Name.</p>
|
||||
@ -195,6 +169,39 @@ If the DCS Static object does not exist or is nil, the STATIC methods will retur
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<h1>STATIC class, extends <a href="Positionable.html##(POSITIONABLE)">Positionable#POSITIONABLE</a></h1>
|
||||
|
||||
<p>Statics are <strong>Static Units</strong> defined within the Mission Editor.</p>
|
||||
|
||||
|
||||
<p>Note that Statics are almost the same as Units, but they don't have a controller.
|
||||
The <a href="Static.html##(STATIC)">Static#STATIC</a> class is a wrapper class to handle the DCS Static objects:</p>
|
||||
|
||||
<ul>
|
||||
<li>Wraps the DCS Static objects.</li>
|
||||
<li>Support all DCS Static APIs.</li>
|
||||
<li>Enhance with Static specific APIs not in the DCS API set.</li>
|
||||
</ul>
|
||||
|
||||
<h2>STATIC reference methods</h2>
|
||||
|
||||
<p>For each DCS Static will have a STATIC wrapper object (instance) within the _<a href="DATABASE.html">DATABASE</a> object.
|
||||
This is done at the beginning of the mission (when the mission starts).</p>
|
||||
|
||||
<p>The STATIC class does not contain a :New() method, rather it provides :Find() methods to retrieve the object reference
|
||||
using the Static Name.</p>
|
||||
|
||||
<p>Another thing to know is that STATIC objects do not "contain" the DCS Static object.
|
||||
The STATIc methods will reference the DCS Static object by name when it is needed during API execution.
|
||||
If the DCS Static object does not exist or is nil, the STATIC methods will return nil and log an exception in the DCS.log file.</p>
|
||||
|
||||
<p>The STATIc class provides the following functions to retrieve quickly the relevant STATIC instance:</p>
|
||||
|
||||
<ul>
|
||||
<li><a href="##(STATIC).FindByName">STATIC.FindByName</a>(): Find a STATIC instance from the _DATABASE object using a DCS Static name.</li>
|
||||
</ul>
|
||||
|
||||
<p>IMPORTANT: ONE SHOULD NEVER SANATIZE these STATIC OBJECT REFERENCES! (make the STATIC object references nil).</p>
|
||||
|
||||
|
||||
</dd>
|
||||
@ -202,24 +209,7 @@ If the DCS Static object does not exist or is nil, the STATIC methods will retur
|
||||
<h2><a id="#(Static)" >Type <code>Static</code></a></h2>
|
||||
|
||||
<h2><a id="#(STATIC)" >Type <code>STATIC</code></a></h2>
|
||||
|
||||
<p>The STATIC class</p>
|
||||
|
||||
<h3>Field(s)</h3>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em>#string</em>
|
||||
<a id="#(STATIC).ClassName" >
|
||||
<strong>STATIC.ClassName</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<h3>Field(s)</h3>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
|
||||
@ -100,17 +100,18 @@
|
||||
<div id="content">
|
||||
<h1>Module <code>Task</code></h1>
|
||||
|
||||
<p><strong>Tasking</strong> -- This module contains the TASK class.</p>
|
||||
<p><strong>Tasking</strong> -- This module contains the TASK class, the main engine to run human taskings.</p>
|
||||
|
||||
|
||||
|
||||
<hr/>
|
||||
|
||||
<h3>Author: <strong>Sven Van de Velde (FlightControl)</strong></h3>
|
||||
|
||||
<h3>Contributions:</h3>
|
||||
|
||||
<hr/>
|
||||
|
||||
<h3>Authors: FlightControl - Design and Programming</h3>
|
||||
|
||||
|
||||
<h2>Global(s)</h2>
|
||||
<table class="function_list">
|
||||
|
||||
@ -107,64 +107,24 @@
|
||||
<p><img src="..\Presentations\TASK_A2A\Dia1.JPG" alt="Banner Image"/></p>
|
||||
|
||||
|
||||
<h1>1) <a href="Task_A2A.html##(TASK_A2A)">Task<em>A2A#TASK</em>A2A</a> class, extends <a href="Task.html##(TASK)">Task#TASK</a></h1>
|
||||
|
||||
<p>The <a href="##(TASK_A2A)">#TASK_A2A</a> class defines Air To Air tasks for a <a href="Set.html">Set</a> of Target Units,
|
||||
based on the tasking capabilities defined in <a href="Task.html##(TASK)">Task#TASK</a>.
|
||||
The TASK_A2A is implemented using a <a href="Statemachine.html##(FSM_TASK)">Statemachine#FSM_TASK</a>, and has the following statuses:</p>
|
||||
|
||||
<ul>
|
||||
<li><strong>None</strong>: Start of the process</li>
|
||||
<li><strong>Planned</strong>: The A2A task is planned.</li>
|
||||
<li><strong>Assigned</strong>: The A2A task is assigned to a <a href="Group.html##(GROUP)">Group#GROUP</a>.</li>
|
||||
<li><strong>Success</strong>: The A2A task is successfully completed.</li>
|
||||
<li><strong>Failed</strong>: The A2A task has failed. This will happen if the player exists the task early, without communicating a possible cancellation to HQ.</li>
|
||||
</ul>
|
||||
|
||||
<h1>1.1) Set the scoring of achievements in an A2A attack.</h1>
|
||||
|
||||
<p>Scoring or penalties can be given in the following circumstances:</p>
|
||||
|
||||
<ul>
|
||||
<li><a href="##(TASK_A2A).SetScoreOnDestroy">TASK_A2A.SetScoreOnDestroy</a>(): Set a score when a target in scope of the A2A attack, has been destroyed.</li>
|
||||
<li><a href="##(TASK_A2A).SetScoreOnSuccess">TASK_A2A.SetScoreOnSuccess</a>(): Set a score when all the targets in scope of the A2A attack, have been destroyed.</li>
|
||||
<li><a href="##(TASK_A2A).SetPenaltyOnFailed">TASK_A2A.SetPenaltyOnFailed</a>(): Set a penalty when the A2A attack has failed.</li>
|
||||
</ul>
|
||||
|
||||
<hr/>
|
||||
|
||||
<h1><strong>API CHANGE HISTORY</strong></h1>
|
||||
|
||||
<p>The underlying change log documents the API changes. Please read this carefully. The following notation is used:</p>
|
||||
|
||||
<ul>
|
||||
<li><strong>Added</strong> parts are expressed in bold type face.</li>
|
||||
<li><em>Removed</em> parts are expressed in italic type face.</li>
|
||||
</ul>
|
||||
|
||||
<p>Hereby the change log:</p>
|
||||
|
||||
<hr/>
|
||||
|
||||
<h1><strong>AUTHORS and CONTRIBUTIONS</strong></h1>
|
||||
<h3>Author: <strong>Sven Van de Velde (FlightControl)</strong></h3>
|
||||
|
||||
<h3>Contributions:</h3>
|
||||
|
||||
|
||||
|
||||
<h3>Authors:</h3>
|
||||
|
||||
<ul>
|
||||
<li><strong>FlightControl</strong>: Concept, Design & Programming.
|
||||
</li>
|
||||
</ul>
|
||||
<hr/>
|
||||
<p> </p>
|
||||
|
||||
<h2>Global(s)</h2>
|
||||
<table class="function_list">
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="#TASK_A2A">TASK_A2A</a></td>
|
||||
<td class="summary">
|
||||
<h1>TASK_A2A class, extends <a href="Task.html##(TASK)">Task#TASK</a></h1>
|
||||
|
||||
<p>The TASK_A2A class defines Air To Air tasks for a <a href="Set.html">Set</a> of Target Units,
|
||||
based on the tasking capabilities defined in <a href="Task.html##(TASK)">Task#TASK</a>.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
@ -195,12 +155,6 @@ The TASK_A2A is implemented using a <a href="Statemachine.html##(FSM_TASK)">Stat
|
||||
<h2><a id="#(TASK_A2A)">Type <code>TASK_A2A</code></a></h2>
|
||||
<table class="function_list">
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(TASK_A2A).ClassName">TASK_A2A.ClassName</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(TASK_A2A).GetPlannedMenuText">TASK_A2A:GetPlannedMenuText()</a></td>
|
||||
<td class="summary">
|
||||
|
||||
@ -345,6 +299,31 @@ The TASK_A2A is implemented using a <a href="Statemachine.html##(FSM_TASK)">Stat
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<h1>TASK_A2A class, extends <a href="Task.html##(TASK)">Task#TASK</a></h1>
|
||||
|
||||
<p>The TASK_A2A class defines Air To Air tasks for a <a href="Set.html">Set</a> of Target Units,
|
||||
based on the tasking capabilities defined in <a href="Task.html##(TASK)">Task#TASK</a>.</p>
|
||||
|
||||
|
||||
<p>The TASK_A2A is implemented using a <a href="Fsm.html##(FSM_TASK)">Fsm#FSM_TASK</a>, and has the following statuses:</p>
|
||||
|
||||
<ul>
|
||||
<li><strong>None</strong>: Start of the process</li>
|
||||
<li><strong>Planned</strong>: The A2A task is planned.</li>
|
||||
<li><strong>Assigned</strong>: The A2A task is assigned to a <a href="Group.html##(GROUP)">Group#GROUP</a>.</li>
|
||||
<li><strong>Success</strong>: The A2A task is successfully completed.</li>
|
||||
<li><strong>Failed</strong>: The A2A task has failed. This will happen if the player exists the task early, without communicating a possible cancellation to HQ.</li>
|
||||
</ul>
|
||||
|
||||
<h1>1.1) Set the scoring of achievements in an A2A attack.</h1>
|
||||
|
||||
<p>Scoring or penalties can be given in the following circumstances:</p>
|
||||
|
||||
<ul>
|
||||
<li><a href="##(TASK_A2A).SetScoreOnDestroy">TASK_A2A.SetScoreOnDestroy</a>(): Set a score when a target in scope of the A2A attack, has been destroyed.</li>
|
||||
<li><a href="##(TASK_A2A).SetScoreOnSuccess">TASK_A2A.SetScoreOnSuccess</a>(): Set a score when all the targets in scope of the A2A attack, have been destroyed.</li>
|
||||
<li><a href="##(TASK_A2A).SetPenaltyOnFailed">TASK_A2A.SetPenaltyOnFailed</a>(): Set a penalty when the A2A attack has failed.</li>
|
||||
</ul>
|
||||
|
||||
|
||||
</dd>
|
||||
@ -441,20 +420,6 @@ The task is given a name and a briefing, that is used in the menu structure and
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em>#string</em>
|
||||
<a id="#(TASK_A2A).ClassName" >
|
||||
<strong>TASK_A2A.ClassName</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(TASK_A2A).GetPlannedMenuText" >
|
||||
<strong>TASK_A2A:GetPlannedMenuText()</strong>
|
||||
</a>
|
||||
|
||||
@ -106,15 +106,11 @@
|
||||
|
||||
<hr/>
|
||||
|
||||
<h1><strong>AUTHORS and CONTRIBUTIONS</strong></h1>
|
||||
<h3>Author: <strong>Sven Van de Velde (FlightControl)</strong></h3>
|
||||
|
||||
<h3>Contributions:</h3>
|
||||
|
||||
<h3>Authors:</h3>
|
||||
|
||||
<ul>
|
||||
<li><strong>FlightControl</strong>: Concept, Design & Programming.</li>
|
||||
</ul>
|
||||
<hr/>
|
||||
|
||||
|
||||
<h2>Global(s)</h2>
|
||||
|
||||
@ -106,69 +106,24 @@
|
||||
|
||||
<p><img src="..\Presentations\TASK_A2G\Dia1.JPG" alt="Banner Image"/></p>
|
||||
|
||||
|
||||
<h1>1) <a href="Task_A2G.html##(TASK_A2G)">Task<em>A2G#TASK</em>A2G</a> class, extends <a href="Task.html##(TASK)">Task#TASK</a></h1>
|
||||
|
||||
<p>The <a href="##(TASK_A2G)">#TASK_A2G</a> class defines Air To Ground tasks for a <a href="Set.html">Set</a> of Target Units,
|
||||
based on the tasking capabilities defined in <a href="Task.html##(TASK)">Task#TASK</a>.
|
||||
The TASK_A2G is implemented using a <a href="Statemachine.html##(FSM_TASK)">Statemachine#FSM_TASK</a>, and has the following statuses:</p>
|
||||
|
||||
<ul>
|
||||
<li><strong>None</strong>: Start of the process</li>
|
||||
<li><strong>Planned</strong>: The A2G task is planned.</li>
|
||||
<li><strong>Assigned</strong>: The A2G task is assigned to a <a href="Group.html##(GROUP)">Group#GROUP</a>.</li>
|
||||
<li><strong>Success</strong>: The A2G task is successfully completed.</li>
|
||||
<li><strong>Failed</strong>: The A2G task has failed. This will happen if the player exists the task early, without communicating a possible cancellation to HQ.</li>
|
||||
</ul>
|
||||
|
||||
<h1>1.1) Set the scoring of achievements in an A2G attack.</h1>
|
||||
|
||||
<p>Scoring or penalties can be given in the following circumstances:</p>
|
||||
|
||||
<ul>
|
||||
<li><a href="##(TASK_A2G).SetScoreOnDestroy">TASK_A2G.SetScoreOnDestroy</a>(): Set a score when a target in scope of the A2G attack, has been destroyed.</li>
|
||||
<li><a href="##(TASK_A2G).SetScoreOnSuccess">TASK_A2G.SetScoreOnSuccess</a>(): Set a score when all the targets in scope of the A2G attack, have been destroyed.</li>
|
||||
<li><a href="##(TASK_A2G).SetPenaltyOnFailed">TASK_A2G.SetPenaltyOnFailed</a>(): Set a penalty when the A2G attack has failed.</li>
|
||||
</ul>
|
||||
|
||||
<hr/>
|
||||
|
||||
<h1><strong>API CHANGE HISTORY</strong></h1>
|
||||
|
||||
<p>The underlying change log documents the API changes. Please read this carefully. The following notation is used:</p>
|
||||
|
||||
<ul>
|
||||
<li><strong>Added</strong> parts are expressed in bold type face.</li>
|
||||
<li><em>Removed</em> parts are expressed in italic type face.</li>
|
||||
</ul>
|
||||
|
||||
<p>Hereby the change log:</p>
|
||||
|
||||
<p>2017-03-09: Revised version.</p>
|
||||
|
||||
<hr/>
|
||||
|
||||
<h1><strong>AUTHORS and CONTRIBUTIONS</strong></h1>
|
||||
<h3>Author: <strong>Sven Van de Velde (FlightControl)</strong></h3>
|
||||
|
||||
<h3>Contributions:</h3>
|
||||
|
||||
<ul>
|
||||
<li><strong>[WingThor]</strong>: Concept, Advice & Testing.</li>
|
||||
</ul>
|
||||
|
||||
<h3>Authors:</h3>
|
||||
|
||||
<ul>
|
||||
<li><strong>FlightControl</strong>: Concept, Design & Programming.
|
||||
</li>
|
||||
</ul>
|
||||
<hr/>
|
||||
<p> </p>
|
||||
|
||||
<h2>Global(s)</h2>
|
||||
<table class="function_list">
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="#TASK_A2G">TASK_A2G</a></td>
|
||||
<td class="summary">
|
||||
<h1>TASK_A2G class, extends <a href="Task.html##(TASK)">Task#TASK</a></h1>
|
||||
|
||||
<p>The TASK_A2G class defines Air To Ground tasks for a <a href="Set.html">Set</a> of Target Units,
|
||||
based on the tasking capabilities defined in <a href="Task.html##(TASK)">Task#TASK</a>.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
@ -199,12 +154,6 @@ The TASK_A2G is implemented using a <a href="Statemachine.html##(FSM_TASK)">Stat
|
||||
<h2><a id="#(TASK_A2G)">Type <code>TASK_A2G</code></a></h2>
|
||||
<table class="function_list">
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(TASK_A2G).ClassName">TASK_A2G.ClassName</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(TASK_A2G).GetPlannedMenuText">TASK_A2G:GetPlannedMenuText()</a></td>
|
||||
<td class="summary">
|
||||
|
||||
@ -349,6 +298,31 @@ The TASK_A2G is implemented using a <a href="Statemachine.html##(FSM_TASK)">Stat
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<h1>TASK_A2G class, extends <a href="Task.html##(TASK)">Task#TASK</a></h1>
|
||||
|
||||
<p>The TASK_A2G class defines Air To Ground tasks for a <a href="Set.html">Set</a> of Target Units,
|
||||
based on the tasking capabilities defined in <a href="Task.html##(TASK)">Task#TASK</a>.</p>
|
||||
|
||||
|
||||
<p>The TASK_A2G is implemented using a <a href="Fsm.html##(FSM_TASK)">Fsm#FSM_TASK</a>, and has the following statuses:</p>
|
||||
|
||||
<ul>
|
||||
<li><strong>None</strong>: Start of the process</li>
|
||||
<li><strong>Planned</strong>: The A2G task is planned.</li>
|
||||
<li><strong>Assigned</strong>: The A2G task is assigned to a <a href="Group.html##(GROUP)">Group#GROUP</a>.</li>
|
||||
<li><strong>Success</strong>: The A2G task is successfully completed.</li>
|
||||
<li><strong>Failed</strong>: The A2G task has failed. This will happen if the player exists the task early, without communicating a possible cancellation to HQ.</li>
|
||||
</ul>
|
||||
|
||||
<h2>Set the scoring of achievements in an A2G attack.</h2>
|
||||
|
||||
<p>Scoring or penalties can be given in the following circumstances:</p>
|
||||
|
||||
<ul>
|
||||
<li><a href="##(TASK_A2G).SetScoreOnDestroy">TASK_A2G.SetScoreOnDestroy</a>(): Set a score when a target in scope of the A2G attack, has been destroyed.</li>
|
||||
<li><a href="##(TASK_A2G).SetScoreOnSuccess">TASK_A2G.SetScoreOnSuccess</a>(): Set a score when all the targets in scope of the A2G attack, have been destroyed.</li>
|
||||
<li><a href="##(TASK_A2G).SetPenaltyOnFailed">TASK_A2G.SetPenaltyOnFailed</a>(): Set a penalty when the A2G attack has failed.</li>
|
||||
</ul>
|
||||
|
||||
|
||||
</dd>
|
||||
@ -435,20 +409,6 @@ based on detected enemy ground targets.</p>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em>#string</em>
|
||||
<a id="#(TASK_A2G).ClassName" >
|
||||
<strong>TASK_A2G.ClassName</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(TASK_A2G).GetPlannedMenuText" >
|
||||
<strong>TASK_A2G:GetPlannedMenuText()</strong>
|
||||
</a>
|
||||
|
||||
@ -106,49 +106,11 @@
|
||||
|
||||
<hr/>
|
||||
|
||||
<h1>1) <a href="##(TASK_A2G_DISPATCHER)">#TASK<em>A2G</em>DISPATCHER</a> class, extends <a href="##(DETECTION_MANAGER)">#DETECTION_MANAGER</a></h1>
|
||||
|
||||
<p>The <a href="##(TASK_A2G_DISPATCHER)">#TASK<em>A2G</em>DISPATCHER</a> class implements the dynamic dispatching of tasks upon groups of detected units determined a <a href="Set.html">Set</a> of FAC (groups).
|
||||
The FAC will detect units, will group them, and will dispatch <a href="Task.html">Task</a>s to groups. Depending on the type of target detected, different tasks will be dispatched.
|
||||
Find a summary below describing for which situation a task type is created:</p>
|
||||
|
||||
<ul>
|
||||
<li><strong>CAS Task</strong>: Is created when there are enemy ground units within range of the FAC, while there are friendly units in the FAC perimeter.</li>
|
||||
<li><strong>BAI Task</strong>: Is created when there are enemy ground units within range of the FAC, while there are NO other friendly units within the FAC perimeter.</li>
|
||||
<li><strong>SEAD Task</strong>: Is created when there are enemy ground units wihtin range of the FAC, with air search radars.</li>
|
||||
</ul>
|
||||
|
||||
<p>Other task types will follow...</p>
|
||||
|
||||
<h2>3.1) TASK<em>A2G</em>DISPATCHER constructor:</h2>
|
||||
<p>The <a href="##(TASK_A2G_DISPATCHER).New">TASK<em>A2G</em>DISPATCHER.New</a>() method creates a new TASK<em>A2G</em>DISPATCHER instance.</p>
|
||||
|
||||
<hr/>
|
||||
|
||||
<h1><strong>API CHANGE HISTORY</strong></h1>
|
||||
|
||||
<p>The underlying change log documents the API changes. Please read this carefully. The following notation is used:</p>
|
||||
|
||||
<ul>
|
||||
<li><strong>Added</strong> parts are expressed in bold type face.</li>
|
||||
<li><em>Removed</em> parts are expressed in italic type face.</li>
|
||||
</ul>
|
||||
|
||||
<p>Hereby the change log:</p>
|
||||
|
||||
<p>2017-03-09: Initial class and API.</p>
|
||||
|
||||
<hr/>
|
||||
|
||||
<h1><strong>AUTHORS and CONTRIBUTIONS</strong></h1>
|
||||
<h3>Author: <strong>Sven Van de Velde (FlightControl)</strong></h3>
|
||||
|
||||
<h3>Contributions:</h3>
|
||||
|
||||
<h3>Authors:</h3>
|
||||
|
||||
<ul>
|
||||
<li><strong>FlightControl</strong>: Concept, Design & Programming.</li>
|
||||
</ul>
|
||||
<hr/>
|
||||
|
||||
|
||||
<h2>Global(s)</h2>
|
||||
@ -156,19 +118,15 @@ Find a summary below describing for which situation a task type is created:</p>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="#TASK_A2G_DISPATCHER">TASK_A2G_DISPATCHER</a></td>
|
||||
<td class="summary">
|
||||
<h1>TASK<em>A2G</em>DISPATCHE} class, extends <a href="##(DETECTION_MANAGER)">#DETECTION_MANAGER</a></h1>
|
||||
|
||||
<p>The TASK<em>A2G</em>DISPATCHER class implements the dynamic dispatching of tasks upon groups of detected units determined a <a href="Set.html">Set</a> of FAC (groups).</p>
|
||||
</td>
|
||||
</tr>
|
||||
</table>
|
||||
<h2><a id="#(TASK_A2G_DISPATCHER)">Type <code>TASK_A2G_DISPATCHER</code></a></h2>
|
||||
<table class="function_list">
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(TASK_A2G_DISPATCHER).ClassName">TASK_A2G_DISPATCHER.ClassName</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(TASK_A2G_DISPATCHER).Detection">TASK_A2G_DISPATCHER.Detection</a></td>
|
||||
<td class="summary">
|
||||
<p>The DETECTION_BASE object that is used to report the detected objects.</p>
|
||||
@ -226,12 +184,6 @@ Find a summary below describing for which situation a task type is created:</p>
|
||||
<td class="name" nowrap="nowrap"><a href="##(TASK_A2G_DISPATCHER).SetGroup">TASK_A2G_DISPATCHER.SetGroup</a></td>
|
||||
<td class="summary">
|
||||
<p>The groups to which the FAC will report to.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(TASK_A2G_DISPATCHER).Tasks">TASK_A2G_DISPATCHER.Tasks</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
</table>
|
||||
@ -247,6 +199,25 @@ Find a summary below describing for which situation a task type is created:</p>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<h1>TASK<em>A2G</em>DISPATCHE} class, extends <a href="##(DETECTION_MANAGER)">#DETECTION_MANAGER</a></h1>
|
||||
|
||||
<p>The TASK<em>A2G</em>DISPATCHER class implements the dynamic dispatching of tasks upon groups of detected units determined a <a href="Set.html">Set</a> of FAC (groups).</p>
|
||||
|
||||
|
||||
<p>The FAC will detect units, will group them, and will dispatch <a href="Task.html">Task</a>s to groups. Depending on the type of target detected, different tasks will be dispatched.
|
||||
Find a summary below describing for which situation a task type is created:</p>
|
||||
|
||||
<ul>
|
||||
<li><strong>CAS Task</strong>: Is created when there are enemy ground units within range of the FAC, while there are friendly units in the FAC perimeter.</li>
|
||||
<li><strong>BAI Task</strong>: Is created when there are enemy ground units within range of the FAC, while there are NO other friendly units within the FAC perimeter.</li>
|
||||
<li><strong>SEAD Task</strong>: Is created when there are enemy ground units wihtin range of the FAC, with air search radars.</li>
|
||||
</ul>
|
||||
|
||||
<p>Other task types will follow...</p>
|
||||
|
||||
<h2>TASK<em>A2G</em>DISPATCHER constructor</h2>
|
||||
|
||||
<p>The <a href="##(TASK_A2G_DISPATCHER).New">TASK<em>A2G</em>DISPATCHER.New</a>() method creates a new TASK<em>A2G</em>DISPATCHER instance.</p>
|
||||
|
||||
|
||||
</dd>
|
||||
@ -261,20 +232,6 @@ Find a summary below describing for which situation a task type is created:</p>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em>#string</em>
|
||||
<a id="#(TASK_A2G_DISPATCHER).ClassName" >
|
||||
<strong>TASK_A2G_DISPATCHER.ClassName</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em><a href="Functional.Detection.html##(DETECTION_BASE)">Functional.Detection#DETECTION_BASE</a></em>
|
||||
<a id="#(TASK_A2G_DISPATCHER).Detection" >
|
||||
<strong>TASK_A2G_DISPATCHER.Detection</strong>
|
||||
@ -574,20 +531,6 @@ Return true if you want the task assigning to continue... false will cancel the
|
||||
|
||||
<p>The groups to which the FAC will report to.</p>
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em></em>
|
||||
<a id="#(TASK_A2G_DISPATCHER).Tasks" >
|
||||
<strong>TASK_A2G_DISPATCHER.Tasks</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
|
||||
|
||||
@ -100,7 +100,7 @@
|
||||
<div id="content">
|
||||
<h1>Module <code>Task_Cargo</code></h1>
|
||||
|
||||
<p><strong>Tasking (Release 2.1)</strong> -- The TASK_CARGO models tasks for players to transport <a href="Cargo.html">Cargo</a>.</p>
|
||||
<p><strong>Tasking</strong> -- The TASK_CARGO models tasks for players to transport <a href="Cargo.html">Cargo</a>.</p>
|
||||
|
||||
|
||||
|
||||
@ -120,33 +120,14 @@ Cargo can be transported, picked-up, deployed and sling-loaded from and to other
|
||||
<li><a href="##(TASK_CARGO_TRANSPORT)">#TASK<em>CARGO</em>TRANSPORT</a>: Defines a task for a human player to transport a set of cargo between various zones.</li>
|
||||
</ul>
|
||||
|
||||
<p>==</p>
|
||||
|
||||
<h1><strong>API CHANGE HISTORY</strong></h1>
|
||||
|
||||
<p>The underlying change log documents the API changes. Please read this carefully. The following notation is used:</p>
|
||||
|
||||
<ul>
|
||||
<li><strong>Added</strong> parts are expressed in bold type face.</li>
|
||||
<li><em>Removed</em> parts are expressed in italic type face.</li>
|
||||
</ul>
|
||||
|
||||
<p>Hereby the change log:</p>
|
||||
|
||||
<p>2017-03-09: Revised version.</p>
|
||||
|
||||
<hr/>
|
||||
|
||||
<h1><strong>AUTHORS and CONTRIBUTIONS</strong></h1>
|
||||
<h3>Author: <strong>Sven Van de Velde (FlightControl)</strong></h3>
|
||||
|
||||
<h3>Contributions:</h3>
|
||||
|
||||
<h3>Authors:</h3>
|
||||
|
||||
<ul>
|
||||
<li><strong>FlightControl</strong>: Concept, Design & Programming.
|
||||
</li>
|
||||
</ul>
|
||||
<hr/>
|
||||
<p> </p>
|
||||
|
||||
<h2>Global(s)</h2>
|
||||
<table class="function_list">
|
||||
@ -524,7 +505,7 @@ based on the tasking capabilities defined in <a href="Task.html##(TASK)">Task#TA
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em><a href="Core.Cargo.html##(CARGO_GROUP)">Core.Cargo#CARGO_GROUP</a></em>
|
||||
<em></em>
|
||||
<a id="#(FSM_PROCESS).Cargo" >
|
||||
<strong>FSM_PROCESS.Cargo</strong>
|
||||
</a>
|
||||
|
||||
@ -112,10 +112,18 @@
|
||||
<li>Support all DCS Unit APIs.</li>
|
||||
<li>Enhance with Unit specific APIs not in the DCS Unit API set.</li>
|
||||
<li>Handle local Unit Controller.</li>
|
||||
<li>Manage the "state" of the DCS Unit.
|
||||
</li>
|
||||
<li>Manage the "state" of the DCS Unit.</li>
|
||||
</ul>
|
||||
|
||||
<hr/>
|
||||
|
||||
<h3>Author: <strong>Sven Van de Velde (FlightControl)</strong></h3>
|
||||
|
||||
<h3>Contributions:</h3>
|
||||
|
||||
<hr/>
|
||||
|
||||
|
||||
<h2>Global(s)</h2>
|
||||
<table class="function_list">
|
||||
<tr>
|
||||
|
||||
@ -100,7 +100,7 @@
|
||||
<div id="content">
|
||||
<h1>Module <code>Zone</code></h1>
|
||||
|
||||
<p><strong>Core</strong> - ZONE classes define <strong>zones</strong> within your mission of <strong>various forms</strong>, with <strong>various capabilities</strong>.</p>
|
||||
<p><strong>Core</strong> -- ZONE classes define <strong>zones</strong> within your mission of <strong>various forms</strong>, with <strong>various capabilities</strong>.</p>
|
||||
|
||||
|
||||
|
||||
@ -139,39 +139,8 @@
|
||||
|
||||
<hr/>
|
||||
|
||||
<h1><strong>API CHANGE HISTORY</strong></h1>
|
||||
|
||||
<p>The underlying change log documents the API changes. Please read this carefully. The following notation is used:</p>
|
||||
|
||||
<ul>
|
||||
<li><strong>Added</strong> parts are expressed in bold type face.</li>
|
||||
<li><em>Removed</em> parts are expressed in italic type face.</li>
|
||||
</ul>
|
||||
|
||||
<p>Hereby the change log:</p>
|
||||
|
||||
<p>2017-02-28: ZONE_BASE:<strong>IsVec2InZone()</strong> replaces ZONE_BASE:<em>IsPointVec2InZone()</em>. <br/>
|
||||
2017-02-28: ZONE_BASE:<strong>IsVec3InZone()</strong> replaces ZONE_BASE:<em>IsPointVec3InZone()</em>. <br/>
|
||||
2017-02-28: ZONE_RADIUS:<strong>IsVec2InZone()</strong> replaces ZONE_RADIUS:<em>IsPointVec2InZone()</em>. <br/>
|
||||
2017-02-28: ZONE_RADIUS:<strong>IsVec3InZone()</strong> replaces ZONE_RADIUS:<em>IsPointVec3InZone()</em>. <br/>
|
||||
2017-02-28: ZONE_POLYGON:<strong>IsVec2InZone()</strong> replaces ZONE_POLYGON:<em>IsPointVec2InZone()</em>. <br/>
|
||||
2017-02-28: ZONE_POLYGON:<strong>IsVec3InZone()</strong> replaces ZONE_POLYGON:<em>IsPointVec3InZone()</em>. </p>
|
||||
|
||||
<p>2017-02-18: ZONE_POLYGON_BASE:<strong>GetRandomPointVec2()</strong> added.</p>
|
||||
|
||||
<p>2017-02-18: ZONE_POLYGON_BASE:<strong>GetRandomPointVec3()</strong> added.</p>
|
||||
|
||||
<p>2017-02-18: ZONE_RADIUS:<strong>GetRandomPointVec3( inner, outer )</strong> added.</p>
|
||||
|
||||
<p>2017-02-18: ZONE_RADIUS:<strong>GetRandomPointVec2( inner, outer )</strong> added.</p>
|
||||
|
||||
<p>2016-08-15: ZONE_BASE:<strong>GetName()</strong> added.</p>
|
||||
|
||||
<p>2016-08-15: ZONE_BASE:<strong>SetZoneProbability( ZoneProbability )</strong> added.</p>
|
||||
|
||||
<p>2016-08-15: ZONE_BASE:<strong>GetZoneProbability()</strong> added.</p>
|
||||
|
||||
<p>2016-08-15: ZONE_BASE:<strong>GetZoneMaybe()</strong> added.</p>
|
||||
<h3>Author: <strong>Sven Van de Velde (FlightControl)</strong></h3>
|
||||
<h3>Contributions:</h3>
|
||||
|
||||
<hr/>
|
||||
|
||||
|
||||
Some files were not shown because too many files have changed in this diff Show More
Loading…
x
Reference in New Issue
Block a user